Imagebased rendering Michael F Cohen Microsoft Research Computer
Image-based rendering Michael F. Cohen Microsoft Research
Computer Graphics Output Image Synthetic Camera Model
Computer Vision Output Model Real Scene Real Cameras
Combined Output Image Synthetic Camera Model Real Scene Real Cameras
But, vision technology falls short Output Image Synthetic Camera Model Real Scene Real Cameras
… and so does graphics. Output Image Synthetic Camera Model Real Scene Real Cameras
Image Based Rendering Output Image Synthetic Real Scene Camera Images+Model Real Cameras -or. Expensive Image Synthesis
Ray q Constant radiance • time is fixed q 5 D • 3 D position • 2 D direction
All Rays q Plenoptic Function • all possible images • too much stuff!
Line q Infinite line q 4 D • 2 D direction • 2 D position
Ray q Discretize q Distance between 2 rays • Which is closer together?
Image q What is an image? q All rays through a point • Panorama?
Image q 2 D • position of rays has been fixed • direction remains
Image q Image plane q 2 D • position
Image q Image plane q 2 D • position
Object q Light leaving towards “eye” q 2 D • just dual of image
Object q All light leaving object
Object q 4 D • 2 D position • 2 D direction
Object q All images
Lumigraph q How to • organize • capture • render
Lumigraph - Organization 2 D position q 2 D direction q q s
Lumigraph - Organization 2 D position q s q 2 plane parameterization u
Lumigraph - Organization 2 D position q s, t t u, v s, t v u, v q 2 plane parameterization s u
Lumigraph - Organization Hold s, t constant q Let u, v vary q An image q s, t u, v
Lumigraph - Organization q Discretization • higher res near object • if diffuse • captures texture • lower res away • captures directions s, t u, v
Lumigraph - Capture q Idea 1 • Move camera carefully over s, t plane • Gantry • see Lightfield paper s, t u, v
Lumigraph - Capture q Idea 2 • Move camera anywhere • Rebinning • see Lumigraph paper s, t u, v
Lumigraph - Rendering q For each output pixel • determine s, t, u, v • either • find closest discrete RGB • interpolate near values s, t u, v
Lumigraph - Rendering q For each output pixel • determine s, t, u, v • either • use closest discrete RGB • interpolate near values s u
Lumigraph - Rendering q Nearest • closest s • closest u • draw it q 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 Mc. Millan & Bishop, SIGGRAPH ‘ 95 Light Field Rendering Levoy & Hanrahan, SIGGRAPH ‘ 96 The Lumigraph Gortler et al. , SIGGRAPH ‘ 96 Concentric Mosaics Shum & He, SIGGRAPH ‘ 99
Prior work: IBR (dynamic) Stanford Multi-Camera Array Project Virtualized Reality. TM Kanade et al. , IEEE Multimedia ‘ 97 Image-Based Visual Hulls Matusik et al. , SIGGRAPH ‘ 00 Dynamic Light Fields Goldlucke et al. , VMV ‘ 02 Free-viewpoint Video of Humans Carranza et al. , SIGGRAPH ‘ 03 3 D TV Matusik & Pfister, SIGGRAPH ‘ 04
System overview Video Capture OFFLINE Stereo Representation Compression File ONLINE Selective Decompression Render
cameras hard disks concentrators controlling laptop
Calibration Zhengyou Zhang, 2000
Input videos
Key to view interpolation: Geometry Stereo Geometry Image 1 Image 2 Camera 1 Camera 2 Virtual Camera
Image correspondence Image 1 Image 2 Leg Correct Wall Good Incorrect Bad Match Score
Local matching Image 1 Image 2 Low texture
Global regularization A Create MRF (Markov Random Field): Image 1 Image 2 E B P A F C Q A S D color. A ≈ color. B → z. A ≈ z. B Each segment is a node R T U z. A ≈ z. Pof, zstates Number Q, z S = number of depth levels
Iteratively solve MRF
Depth through time
Matting Background Surfacematting Interpolated view without Foreground Surface Background Strip Width Foreground Bayesian Matting Chuang et al. 2001 Camera Background Alpha Foreground
Rendering with matting No Matting
Representation Main Background Boundary Strip Width Foreground Main Layer: Boundary Layer: Color Alpha Depth
“Massive Arabesque” videoclip
- Slides: 50