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Michael F. Cohen
Microsoft Research
Computer Graphics
Output
Image
Model
Synthetic
Camera
Computer Vision
Output
Model
Real Scene
Real Cameras
Combined
Output
Image
Synthetic Model Real Scene
Camera
Real Cameras
But, vision technology falls
short
Output
Image
Synthetic Model
Real Scene
Camera
Real Cameras
… and so does graphics.
Output
Image
Synthetic Model
Real Scene
Camera
Real Cameras
Image Based Rendering
Output
Image
Synthetic Real Scene
Camera Images+Model
Real Cameras
-or-
Expensive Image Synthesis
Ray
Constant radiance
• time is fixed
5D
• 3D position
• 2D direction
All Rays
Plenoptic Function
• all possible images
• too much stuff!
Line
Infinite line
4D
• 2D direction
• 2D position
Ray
Discretize
2D
• position of rays has been fixed
• direction remains
Image
Image plane
2D
• position
Image
Image plane
2D
• position
Object
Light leaving towards “eye”
2D
• just dual of image
Object
All light leaving object
Object
4D
• 2D position
• 2D direction
Object
All images
Lumigraph
How to
• organize
• capture
• render
Lumigraph - Organization
2D position
2D direction
s
q
Lumigraph - Organization
2D position
2D position
u
s
2 plane parameterization
Lumigraph - Organization
2D position
2D position s,t u,v
t s,t v
u,v
2 plane parameterization u
s
Lumigraph - Organization
Hold s,t constant
Let u,v vary
An image
s,t u,v
Lumigraph - Organization
Discretization
• higher res near object
• if diffuse
• captures texture
• lower res away
• captures directions
s,t u,v
Lumigraph - Capture
Idea 1
• Move camera carefully
over s,t plane
• Gantry
• see Lightfield paper
s,t u,v
Lumigraph - Capture
Idea 2
• Move camera anywhere
• Rebinning
• see Lumigraph paper
s,t u,v
Lumigraph - Rendering
For each output pixel
• determine s,t,u,v
• either
• find closest discrete RGB s,t
• interpolate near values u,v
Lumigraph - Rendering
For each output pixel
• determine s,t,u,v
• either
• use closest discrete RGB
• interpolate near values s u
Lumigraph - Rendering
Nearest
• closest s
• closest u
• draw it
Blend 16 nearest
• quadrilinear interpolation s u
High-Quality Video View Interpolation
Using a Layered Representation
Larry Zitnick
Sing Bing Kang
Matt Uyttendaele
Simon Winder
Rick Szeliski
Interactive Visual Media Group
Microsoft Research
Current practice
free viewpoint video
Many cameras
vs.
Motion Jitter
Current practice
free viewpoint video
Many cameras
vs.
Motion Jitter
Video view interpolation
Fewer cameras
and
Smooth Motion
Automatic
Real-time
rendering
Prior work: IBR (static)
Plenoptic Modeling
McMillan & Bishop, SIGGRAPH ‘95
Stanford Multi-Camera
Array Project
Virtualized RealityTM Dynamic Light Fields
Kanade et al., IEEE Multimedia ‘97 Goldlucke et al., VMV ‘02
OFFLINE
File
ONLINE
Selective
Render
Decompression
cameras
hard
disks controlling
laptop
concentrators
Calibration
Stereo Geometry
Image 1 Image 2
Camera 1 Camera 2
Virtual Camera
Image correspondence
Image 1 Image 2
Leg
Correct Good Incorrect
Bad
Wall Match Score Match Score
Local matching
Image 1 Image 2
Low texture
Global regularization
A
Create MRF (Markov Random Field):
Image 1 Image 2
B E
R
P Q
A A
F
C S T
D
U
Foreground
Surface
Background Background
Alpha
Strip Foreground
Width
Foreground
Bayesian Matting
Chuang et al. 2001
Camera
Rendering with matting
No Matting Matting
Representation Main
Background
Boundary
Strip Foreground
Width
Alpha
Depth Depth
“Massive Arabesque”
videoclip