view interpolation from a single view 1. render object 2. convert z-buffer to range image 3....

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View interpolation from a single view 1. Render object 2. Convert Z-buffer to range image 3. Re-render from new viewpoint 4. Use depths to resolve overlaps Q. How to fill in holes?

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View interpolationfrom a single view

1. Render object2. Convert Z-buffer to range image

3. Re-render from new viewpoint4. Use depths to resolve overlapsQ. How to fill in holes?

View interpolationfrom multiple views

1. Render object from multiple viewpoints

2. Convert Z-buffers to range images

3. Re-render from new viewpoint

4. Use depths to resolve overlaps

5. Use multiple views to fill in holes

Problems withview interpolation

• resampling the range images– block moves + image interpolation

(Chen and Williams, 1993)

– splatting with space-variant kernels(McMillan and Bishop, 1995)

– fine-grain polygon mesh(McMillan et al., 1997)

• missed objects– interpolate from available pixels

– use more views

(from Chen and Williams)

More problemswith view interpolation

• Obtaining range images is hard!– use synthetic images

(Chen and Williams, 1993)

– epipolar analysis(McMillan and Bishop, 1995)

cylindrical epipolar geometry

epipolar geometry

2D image-based rendering

• advantages– low computation compared to classical CG

– cost independent of scene complexity

– imagery from real or virtual scenes

• limitations– static scene geometry

– fixed lighting

– fixed-look-from or look-at point

Flythroughs of 3D scenesfrom pre-acquired 2D images

Apple QuickTime VR

• outward-looking– panoramic views at regularly spaced points

• inward-looking– views at points on the surface of a sphere

A new solution:rebinning old views

• must stay outside convex hull of the object

• like rebinning in computed tomography

Generalization:light fields

Radiance as a function of position and direction in a static scene

with fixed illumination

• For general scenes5D function

L ( x, y, z, )

• In free space 4D function

Two-plane parameterization

L ( u, v, s, t )

• planes in arbitrary position

• uses projective geometry

• fast incremental algorithms

u

v

s

t

A light field is anarray of images

Spherical 4-DOF gantryfor acquiring light fields

– 0.03 degree positioning error (1mm)

– 0.01 degree aiming error (1 pixel)

– can acquire video while in motion

Light field video camera

prototype(32 x 2)

long-term goal(32 x 32)

output is acompressedlight field

imaging chip

compression chip

raised optics

circuit board

Prototype camera array

Geometry-based versusimage-based rendering

model images

real-time interactive flythrough

conceptual world real world

offlinerendering

imageanalysis

real-timerendering

image-basedrendering

modelconstruction

imageacquisition

Another view:the geometry-based/image-based

rendering continuum

• enhanced video– panoramic

– multiresolution

– multiple viewpoints

– video + alpha + Z

• image-based rendering– QTVR

– light fields

• 3D modelsmore

knowledge of scene

less knowledge

of scene