Recently, many image-based modeling and rendering techniques have been successfully designed to render photo-realistic images without the need for explicit 3D geometry. However, these techniques (e.g., light field ren...
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Recently, many image-based modeling and rendering techniques have been successfully designed to render photo-realistic images without the need for explicit 3D geometry. However, these techniques (e.g., light field rendering (Levoy, M. and Hanrahan, R, 1996. In SIGGRAPH 1996 Conference Proceedings, Annual Conference Series, Aug. 1996, pp. 31-42) and Lumigraph (Gortler, S.J., Grzeszczuk, R., Szeliski, R., and Cohen, M.F., 1996. In SIGGRAPH 1996 Conference Proceedings, Annual Conference Series, Aug. 1996, pp. 43-54)) may require a substantial number of images. In this paper, we adopt a geometric approach to investigate the minimum sampling problem for light field rendering, with and without geometry information of the scene. Our key observation is that anti-aliased light field rendering is equivalent to eliminating the "double image" artifacts caused by view interpolation. Specifically, we present a closed-form solution of the minimum sampling rate for light field rendering. The minimum sampling rate is determined by the resolution of the camera and the depth variation of the scene. This rate is ensured if the optimal constant depth for rendering is chosen as the harmonic mean of the maximum and minimum depths of the scene. Moreover, we construct the minimum sampling curve in the joint geometry and image space, with the consideration of depth discontinuity. The minimum sampling curve quantitatively indicates how reduced geometry information can be compensated by increasing the number of images, and vice versa. Experimental results demonstrate the effectiveness of our theoretical analysis.
This paper takes a Fourier perspective on the various multiresolution approaches to digital image processing such as Laplacian Pyramids, Gaussian Scale Space, and wavelet transform (both discrete and continuous). From...
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ISBN:
(纸本)0769521789
This paper takes a Fourier perspective on the various multiresolution approaches to digital image processing such as Laplacian Pyramids, Gaussian Scale Space, and wavelet transform (both discrete and continuous). From this perspective, it is possible to highlight the strong similarity between those different approaches. Dangers or possible dangers of some approaches will be highlighted, while at least one case of porting a successful algorithms from one formalism to another one will be presented, opening the perspective of more transparence between the different approaches. The successful porting of efficient feature detection and tracking algorithms from one formalism to another opens the perspective of benefiting from the advantages of each, ad putting these strong points to the service of image-based modeling and rendering.
In this paper, a novel hybrid algorithm is presented for the fast construction and high-quality rendering of visual hulls. We combine the strengths of two complementary hardware-accelerated approaches: direct construc...
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ISBN:
(纸本)9781568812274
In this paper, a novel hybrid algorithm is presented for the fast construction and high-quality rendering of visual hulls. We combine the strengths of two complementary hardware-accelerated approaches: direct constructive solid geometry (CSG) rendering and texture mapping-based visual cone trimming. The former approach completely eliminates the aliasing artifacts inherent in the latter, whereas the rapid speed of the latter approach compensates for the performance deficiency of the former. Additionally, a new view-dependent texture mapping method is proposed. This method makes efficient use of graphics hardware to perform per-fragment blending weight computation, which yields better rendering quality. Our rendering algorithm is integrated in a distributed system that is capable of acquiring synchronized video streams and rendering visual hulls in real time or at interactive frame rates from up to eight reference views.
We present a novel approach to modeling subtleties in human motion. We represent the trajectories of a certain number of salient features on the human body as the output of a dynamical system driven by an unknown stoc...
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We present a novel approach to modeling subtleties in human motion. We represent the trajectories of a certain number of salient features on the human body as the output of a dynamical system driven by an unknown stochastic input. We present several techniques for inferring model parameters and input signal distributions corresponding to different optimality criteria, and evaluate the corresponding models for accuracy and predictive power. In particular we exploit the higher order statistical information content in motion data to arrive at input signals with independent components and show that the human motion synthesized from non-Gaussian inputs capture best the subtle complexities of the motion data.
This paper presents a new class of interactive image editing operations designed to maintain consistency between multiple images of a physical 3D scene. The distinguishing feature of these operations is that edits to ...
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This paper presents a new class of interactive image editing operations designed to maintain consistency between multiple images of a physical 3D scene. The distinguishing feature of these operations is that edits to any one image propagate automatically to all other images as if the (unknown) 3D scene had itself been modified. The modified scene can then be viewed interactively from any other camera viewpoint and under different scene illuminations. The approach is useful first as a power-assist that enables a user to quickly modify many images by editing just a few, and second as a means for constructing and editing image-based scene representations by manipulating a set of photographs. The approach works by extending operations like image painting, scissoring, and morphing so that they alter a scene's plenoptic function in a physically-consistent way, thereby affecting scene appearance from all viewpoints simultaneously. A key element in realizing these operations is a new volumetric decomposition technique for reconstructing an scene's plenoptic function from an incomplete set of camera viewpoints.
image-based modeling and rendering has been demonstrated as a cost-effective and efficient approach to virtual reality applications. The computational model that most image-based techniques are based on is the plenopt...
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image-based modeling and rendering has been demonstrated as a cost-effective and efficient approach to virtual reality applications. The computational model that most image-based techniques are based on is the plenoptic function. Since the original formulation of the plenoptic function does not include illumination, most previous image-based virtual reality applications simply assume that the illumination is fixed. In this paper, we propose a new formulation of the plenoptic function, called the plenoptic illumination function, which explicitly specifies the illumination component. Techniques based on this new formulation can be extended to support relighting as well as view interpolation. To relight images with various illumination configurations, we also propose a local illumination model, which utilizes the rules of image superposition. We demonstrate how this new formulation can be applied to extend two existing image-based representations, panorama representation such as QuickTime VR and two-plane parameterization (light field and lumigraph), to support relighting with trivial modifications. The core of this framework is compression, and we therefore show how to exploit two types of data correlation, the intra-pixel and the inter-pixel correlations, in order to achieve a manageable storage size.
A stable frame rate is important for interactive rendering systems. image-based modeling and rendering (IBMR) techniques, which model parts of the scene with image sprites, are a promising technique for interactive sy...
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ISBN:
(纸本)0819444057
A stable frame rate is important for interactive rendering systems. image-based modeling and rendering (IBMR) techniques, which model parts of the scene with image sprites, are a promising technique for interactive systems because they allow the sprite to be manipulated instead of the underlying scene geometry. However, with IBMR techniques a frequent problem is an unstable frame rate, because generating an image sprite (with 3D rendering) is time-consuming relative to manipulating the sprite (with 2D image resampling). This paper describes one solution to this problem, by distributing an IBMR technique into a collection of cooperating threads and executable programs across two computers. The particular IBMR technique distributed here is the LOD-Sprite algorithm. This technique uses a multiple level-of-detail (LOD) scene representation. It first renders a keyframe from a high-LOD representation, and then caches the frame as an image sprite. It renders subsequent spriteframes by texture-mapping the cached image sprite into a lower-LOD representation. We describe a distributed architecture and implementation of LOD-Sprite, in the context of terrain rendering, which takes advantage of graphics hardware. We present timing results which indicate we have achieved a stable frame rate. In addition to LOD-Sprite, our distribution method holds promise for other IBMR techniques.
In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination. The result is a ...
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ISBN:
(纸本)0201485605
In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination. The result is a lighting-independent model of the scene's geometry and reflectance properties, which can be rendered with arbitrary modifications to structure and lighting via traditional rendering methods. Our technique models reflectance with a low-parameter reflectance model, and allows diffuse albedo to Vary arbitrarily over surfaces while assuming that non-diffuse characteristics remain constant across particular regions. The method's input is a geometric model of the scene and a set of calibrated high dynamic range photographs taken with known direct illumination. The algorithm hierarchically partitions the scene into a polygonal mesh, and uses image-basedrendering to construct estimates of both the radiance and irradiance of each patch from the photographic data. The algorithm computes the expected location of specular highlights, and then analyzes the highlight areas in the images by running a novel iterative optimization procedure to recover the diffuse and specular reflectance parameters for each region. Lastly, these parameters are used in constructing high-resolution diffuse albedo maps for each surface. The algorithm has been applied to both real and synthetic data, including a synthetic cubical room and a real meeting room. Rerenderings are produced using a global illumination system under both original and novel lighting, and with the addition of synthetic objects. Side-by-side comparisons show success at predicting the appearance of the scene under novel lighting conditions.
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