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Image-Based Rendering

Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

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Page 1: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Image-Based Rendering

Page 2: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

3D Scene = Shape + Shading

Source: Leonard mcMillan, UNC-CH

Page 3: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Modeling is Hard!

• Good 3D geometric models need a lot of work.

• Getting correct material properties is even harder:– R, G, B, Ka, Kd, Ks, specularity for Phong

model.– BRDF– Subsurface reflectance, diffraction…etc.

Page 4: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

How to Create 3D Contents

• AutoCAD: used for architectures (buildings)

• 3D Studio Max, Blender…etc.

• Maya is a major production tool used in movie studios.

• Problems? It takes an artist, and it’s still hard to make it look real!

Page 5: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

QuickTime VR

Page 6: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

3D Photography

• Can building 3D models be as easy as taking 2D photos?

• How do we digitize the massive assets in various museums?– QuickTime VR object movies– 3D Scans: Cyberware

scanner, Digital MichelangeoSource: www.cyberware.com

Page 7: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Image-Based Rendering

• Can we build 3D contents from photographs directly?– Difference from computer vision?

• Can we make the objects look more real?– Difference from texture mapping?

Page 8: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Top Level Survey

3D Graphics

Image-Based Rendering& Modeling

Geometry orSurface BasedRendering & Modeling

Sample-BasedGraphics

VolumeRendering

Page 9: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Traditional Computer Graphics

• Input: Geometry, Material Properties (Color, Reflectance,…etc.), Lighting.

• Transformation and Rasterization.Transform(& Lighting)

Rasterization3D Graphics Pipeline

Page 10: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Role of Images• Used as textures.

• Or, as input to computer vision methods in order to recover the 3D models.

3D Graphics Pipeline

Vision

Page 11: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Image-Based Rendering

• To bypass the 3D models altogether.

3D Graphics Pipeline

VisionImage-Based Rendering

Page 12: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Image-Based Rendering• Input: Regular Images or “Depth

Images."

• No 3D model is constructed.

• Example: 3D Warping.

Page 13: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

3D Warping: Another Example

• Reading room of UNC CS department– Source images contain depths in each

pixel. – The depths are obtained from a laser

range finder.

Page 14: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Why IBR?

• Problems of triangle-based graphics:– Always starts from scratch.– Millions of sub-pixel triangles.

Geometry IBR

Modeling Difficult Easy

Complexity #triangles #pixels

Fidelity Synthetic Acquired

Page 15: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Why is It Possible?

• 5D Plenoptic Function.– Color = f(x, y, z, , )– (x, y, z) defines the viewpoint.– (, ) defines the view

direction.

• 4D Light Field/Lumigraph– Color = f(u, v, s, t)– (u, v) defines the viewpoint.– (s, t) defines the pixel coord.

Picture source: Leonard McMillan

Page 16: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

– Each pixel in the source images has coordinates (u1, v1), depth info 1, and color.

– Warping Equation is applied to each pixel(u2, v2) = f(u1, v1, 1)

= ( au1+bv1+c+d1 , eu1+fv1+g+h1 ) iu1+jv1+k+l1 iu1+jv1+k+l1

where variables a to l are fixed for the same view.

– Rendering Time = O(#pixels)

3D Image Warping

Page 17: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH
Page 18: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

u1

v1

u2

v2

Page 19: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Artifacts of 3D Image Warping

• Surfaces that were occluded in source images.

• Non-uniform sampling (an example in the next slide).

Page 20: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Reconstruction

Page 21: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Using Multiple Source Images

Page 22: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

IBR Survey

Image-Based Rendering& Modeling

Light Field Rendering(or Lumigraph)Stanford/Microsoft

3D Warping(or Plenoptic Modeling)UNC-Chapel Hill

Page 23: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Light Field & Lumigraph

Page 24: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Images as 4D Samples

• Consider each image pixel a sample of 4D Light Field.

Page 25: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Does it Matter Where We Place the Planes?

• Yes!

• Depth correction in Lumigraphs:

Page 26: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Concentric Mosaic

• Hold a camera on a stick, then sweep a circle.

• Viewpoint is constrained on a 2D plane.

• Reducing the 4D light field to a 3D subspace.

Page 27: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Surface Light Field

• May be considered a compression scheme for light field data.

• 3D geometry required.

Page 28: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

LYTRO Light Field Camera• See https://www.lytro.com/science_inside

Page 29: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Further Reading on Light Field

• See Marc Levoy’s IEEE Computer 2006 article at: http://graphics.stanford.edu/papers/lfphoto/levoy-lfphoto-ieee06.pdf

Page 30: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Camera Array

Source: http://sabia.tic.udc.es/gc/Contenidos%20adicionales/trabajos/Peliculas/FX/ej3.html

Page 31: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH

Image-Based Lighting -- Light Stage

• Take photos under single point light at various positions.

• Trivial questions: how to produce new images at:– Two point lights?– Area light?– Environment light (captured by light

probe)?

Page 32: Image-Based Rendering. 3D Scene = Shape + Shading Source: Leonard mcMillan, UNC-CH