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Image-Based Visual HullsImage-Based Visual Hulls
Wojciech MatusikWojciech Matusik
Chris BuehlerChris Buehler
Leonard McMillanLeonard McMillan
Massachusetts Institute of Technology
Laboratory for Computer Science
Ramesh RaskarRamesh RaskarUniversity of North Carolina
at Chapel Hill
Steven J. GortlerSteven J. GortlerHarvard University
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MotivationMotivation
RealReal--time acquisition and rendering of dynamic scenestime acquisition and rendering of dynamic scenes
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Previous WorkPrevious Work
Virtualized RealityVirtualized Reality(Rander97, Kanade97, Narayanan98)(Rander97, Kanade97, Narayanan98)
Visual HullVisual Hull(Laurentini94)(Laurentini94)
Volume CarvingVolume Carving(Potmesil87, Szeliski93, Seitz97)(Potmesil87, Szeliski93, Seitz97)
CSG RenderingCSG Rendering(Goldfeather86, Rappoport97)(Goldfeather86, Rappoport97) ImageImage--Based RenderingBased Rendering
(McMillan95, Debevec96, Debevec98)(McMillan95, Debevec96, Debevec98)
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ContributionsContributions
ViewView--dependent imagedependent image--basedbasedvisual hull representationvisual hull representation
Efficient algorithm for rendering theEfficient algorithm for rendering thevisual hullvisual hull Efficient algorithm computing visibilityEfficient algorithm computing visibility
A realA real--time systemtime system
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What is a Visual Hull?What is a Visual Hull?
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Why use a Visual Hull?Why use a Visual Hull?
Can be computed robustlyCan be computed robustly Can be computed efficientlyCan be computed efficiently
- =
backgroundbackground
++
foregroundforeground
backgroundbackground foregroundforeground
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Rendering Visual HullsRendering Visual Hulls
Reference 1
Reference 2
Desired
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Build then SampleBuild then Sample
Reference 1
Reference 2
Desired
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Build then SampleBuild then Sample
Reference 1
Reference 2
Desired
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Build then SampleBuild then Sample
Reference 1
Reference 2
Desired
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Build then SampleBuild then Sample
Reference 1
Reference 2
Desired
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Build then SampleBuild then Sample
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Sample DirectlySample Directly
Reference 1
Reference 2
Desired
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Direct Sampling AdvantagesDirect Sampling Advantages
Line interval intersections are robustLine interval intersections are robust Direct sampling gives us exact renderingDirect sampling gives us exact rendering
Can be computed efficiently inCan be computed efficiently inimage spaceimage space
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Image-Based ComputationImage-Based Computation
Reference 1
Reference 2
Desired
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ObservationObservation
Incremental computation along scanlinesIncremental computation along scanlines
Desired
Reference
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BinningBinning
Epipole
Sort silhouette edges into binsSort silhouette edges into bins
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BinningBinning
Epipole
Sort silhouette edges into binsSort silhouette edges into bins
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 1
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 2
Bin 1
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 3
Bin 1
Bin 2
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 4
Bin 1
Bin 2
Bin 3
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 5
Bin 1
Bin 2
Bin 3
Bin 4
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BinningBinning
Sort silhouette edges into binsSort silhouette edges into bins
Epipole
Bin 5
Bin 1
Bin 2
Bin 3
Bin 4
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ScanningScanning
Epipole
Bin 1
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Epipole
Bin 2
ScanningScanning
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Epipole
Bin 2
ScanningScanning
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Epipole
Bin 2
ScanningScanning
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Epipole
Bin 4
ScanningScanning
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Epipole
Bin 5
ScanningScanning
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Coarse-to-Fine SamplingCoarse-to-Fine Sampling
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IBVH ResultsIBVH Results
Approximately constant computation perApproximately constant computation perpixel per camerapixel per camera
ParallelizesParallelizes Consistent withConsistent with
input silhouettesinput silhouettes
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Video of IBVHVideo of IBVH
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Shading AlgorithmShading Algorithm
A viewA view--dependent strategydependent strategy
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Visibility AlgorithmVisibility Algorithm
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Visibility in 2DVisibility in 2D
Desired viewReference view
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Visibility in 2DVisibility in 2D
Desired viewReference view
Front-most Points
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Visibility in 2DVisibility in 2D
Desired viewReference view
Visible
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
Visible
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
Visible
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
VisibleNot
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
Visible
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
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Visibility in 2DVisibility in 2D
Desired viewReference view
Coverage Mask
VisibleNot
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Shaded Visual HullsShaded Visual Hulls
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
TriggerSignal
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
Compressed video
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
Intersection
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
Visibility
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SystemSystem
Server
(4x 500 Mhz)
Camera
Client
Camera
Client
Camera
Client
Camera
Client
Shading
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More IBVH ResultsMore IBVH Results
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Future WorkFuture Work
3D teleconferencing3D teleconferencing Distributed computationDistributed computation Virtual setsVirtual sets PostPost--production camera effectsproduction camera effects Mixed realityMixed reality
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SummarySummary
Visual hulls with texture can provide aVisual hulls with texture can provide acompelling realcompelling real--time visualizationstime visualizations
Visual hulls can be computed accuratelyVisual hulls can be computed accuratelyand efficiently in image spaceand efficiently in image space
View dependent shading withView dependent shading withconservative visibilityconservative visibility
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AcknowledgementsAcknowledgements
DARPA ITOGrant F30602DARPA ITOGrant F30602--971971--02830283 A generous grant from Intel CorporationA generous grant from Intel Corporation NSF Career Awards 9875859 & 9703399NSF Career Awards 9875859 & 9703399 Tom Buehler & Kari Anne KjlassTom Buehler & Kari Anne Kjlass
Thanks to all members of the
MIT Computer Graphics Group