image-based rendering. © 2002 james k. hahn2 image-based rendering usually based on 2-d...
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Image-based Rendering
© 2002 James K. Hahn2
Image-based Rendering• Usually based on 2-D imagesUsually based on 2-D images
• Pre-calculationPre-calculation
– Pre-rendering (speed)Pre-rendering (speed)
– From real photographs (speed and realism)From real photographs (speed and realism)
• Usually for static scene and moving viewpointUsually for static scene and moving viewpoint
• Rendering time decoupled from scene complexityRendering time decoupled from scene complexity
• Usually based on 2-D imagesUsually based on 2-D images
• Pre-calculationPre-calculation
– Pre-rendering (speed)Pre-rendering (speed)
– From real photographs (speed and realism)From real photographs (speed and realism)
• Usually for static scene and moving viewpointUsually for static scene and moving viewpoint
• Rendering time decoupled from scene complexityRendering time decoupled from scene complexity
© 2002 James K. Hahn3
2-D Techniques• Warp reference image(s) to generate required imageWarp reference image(s) to generate required image
• Consider images as texture mapsConsider images as texture maps
• Use hardware for handling texturesUse hardware for handling textures
• Warp reference image(s) to generate required imageWarp reference image(s) to generate required image
• Consider images as texture mapsConsider images as texture maps
• Use hardware for handling texturesUse hardware for handling textures
© 2002 James K. Hahn4
Sprites• Billboard: 2-D image that is handled as a 3-D objectBillboard: 2-D image that is handled as a 3-D object
– E.g. image of a tree kept perpendicular to direction of viewE.g. image of a tree kept perpendicular to direction of view
• Imposters: generalization of billboardImposters: generalization of billboard
– May be pre-calculated to correspond to each of its May be pre-calculated to correspond to each of its bounding box sidesbounding box sides
– Imposter corresponding to the side which face the Imposter corresponding to the side which face the viewpoint is usedviewpoint is used
– Rendered as texture mapRendered as texture map
– Warped as the viewpoint movesWarped as the viewpoint moves
• Billboard: 2-D image that is handled as a 3-D objectBillboard: 2-D image that is handled as a 3-D object
– E.g. image of a tree kept perpendicular to direction of viewE.g. image of a tree kept perpendicular to direction of view
• Imposters: generalization of billboardImposters: generalization of billboard
– May be pre-calculated to correspond to each of its May be pre-calculated to correspond to each of its bounding box sidesbounding box sides
– Imposter corresponding to the side which face the Imposter corresponding to the side which face the viewpoint is usedviewpoint is used
– Rendered as texture mapRendered as texture map
– Warped as the viewpoint movesWarped as the viewpoint moves
© 2002 James K. Hahn5
Error of planar imposters
V0V1
ImpostorX’
x1
x2
• As viewpoint moves from As viewpoint moves from V0 to to V1
X’ no longer represents no longer representsboth both x1 and and x2
• If angle is less than thatsubtended by pixel, acceptableerror
• Amount of warp constrained
• No motion parallax
• As viewpoint moves from As viewpoint moves from V0 to to V1
X’ no longer represents no longer representsboth both x1 and and x2
• If angle is less than thatsubtended by pixel, acceptableerror
• Amount of warp constrained
• No motion parallax
© 2002 James K. Hahn6
Image layering• “2 ½ D” rendering
• 3D scene is segmented into different layers
– Objects assigned to different layers roughly according to distance to viewer
• Rendering resources allocated to different “display memory” by spatial and/or temporal sampling rates
– Can be prioritized by distance or speed
• Each layer results in sprites that are then warped according to viewing direction
• Sprites are then composited into final output image
• “2 ½ D” rendering
• 3D scene is segmented into different layers
– Objects assigned to different layers roughly according to distance to viewer
• Rendering resources allocated to different “display memory” by spatial and/or temporal sampling rates
– Can be prioritized by distance or speed
• Each layer results in sprites that are then warped according to viewing direction
• Sprites are then composited into final output image
© 2002 James K. Hahn7
Using depth information• Layers or sprites with depth information (not per-pixel depth)
• Images with z-buffer (per-pixel depth)
• Layered depth images (LDI)
– Single view of scene with multiple pixels along each line of sight
– Complexity a function of depth complexity (average number of surfaces that project onto a pixel)
• Layers or sprites with depth information (not per-pixel depth)
• Images with z-buffer (per-pixel depth)
• Layered depth images (LDI)
– Single view of scene with multiple pixels along each line of sight
– Complexity a function of depth complexity (average number of surfaces that project onto a pixel)
© 2002 James K. Hahn8
Images with z-buffer• For each I(x,y) warp to I(x’,y’) as viewpoint moves to a new
location
– x’, y’ a function of x, y, z, and transformation of viewpoint
• Image folding problem: more than one pixel in the reference image maps into a single pixel in extrapolated view
• Holes due to occluded point in reference image becoming visible in extrapolated view
• Holes due to “stretching”
• For each I(x,y) warp to I(x’,y’) as viewpoint moves to a new location
– x’, y’ a function of x, y, z, and transformation of viewpoint
• Image folding problem: more than one pixel in the reference image maps into a single pixel in extrapolated view
• Holes due to occluded point in reference image becoming visible in extrapolated view
• Holes due to “stretching”
© 2002 James K. Hahn9
Layered depth images (LDI)• 3-D structure for a particular viewpoint
• For each pixel, store information for all surfaces that it intersects
– Color, surface normal, depth
• Generated by ray-tracing or warping n images (with depth information) from different viewpoints
• During rendering, incremental warp of each layer in back to front order
• 3-D structure for a particular viewpoint
• For each pixel, store information for all surfaces that it intersects
– Color, surface normal, depth
• Generated by ray-tracing or warping n images (with depth information) from different viewpoints
• During rendering, incremental warp of each layer in back to front order
© 2002 James K. Hahn10
View interpolation• Frames required for walkthrough from
– set of reference images
– warp script that describe corresponding pixels (pixel motion)
• View morphing
– Generate interpolated view from reference images
– Interpolated transformation that preserve object shape
– Need to know camera parameters
• Frames required for walkthrough from
– set of reference images
– warp script that describe corresponding pixels (pixel motion)
• View morphing
– Generate interpolated view from reference images
– Interpolated transformation that preserve object shape
– Need to know camera parameters
© 2002 James K. Hahn11
Lumigraph(light field rendering)• For each point in the scene, pre-calculate and store
the radiance in every direction at that point
• Assume occluder-free space (along a ray, radiance is constant)
• Parameterized by 4-D function: two parallel planes with (s, t) and (u, v) parameterization
• Can be generated from photography by taking a picture at discrete points in (s, t)
• For each point in the scene, pre-calculate and store the radiance in every direction at that point
• Assume occluder-free space (along a ray, radiance is constant)
• Parameterized by 4-D function: two parallel planes with (s, t) and (u, v) parameterization
• Can be generated from photography by taking a picture at discrete points in (s, t)
© 2002 James K. Hahn12
Photo-modeling• Generation of 3-D model from photography
• Allow rich textures to be used from real world
• Much user intervention by specifying correspondence with known geometry
• Generation of 3-D model from photography
• Allow rich textures to be used from real world
• Much user intervention by specifying correspondence with known geometry
© 2002 James K. Hahn13
Photographic panorama• E.g. Apple Computer’s QuickTime VR
• Individual images stitched into cylindrical panorama
• Given a viewpoint, can pan in any direction in real-time
• E.g. Apple Computer’s QuickTime VR
• Individual images stitched into cylindrical panorama
• Given a viewpoint, can pan in any direction in real-time
© 2002 James K. Hahn14