ImageBased Visual Hulls Wojciech Matusik Chris Buehler Leonard
Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard Mc. Millan Massachusetts Institute of Technology Laboratory for Computer Science Ramesh Raskar University of North Carolina at Chapel Hill Steven J. Gortler Harvard University
Motivation Real-time acquisition and rendering of dynamic scenes
Previous Work • Virtualized Reality (Rander’ 97, Kanade’ 97, Narayanan’ 98) • Visual Hull (Laurentini’ 94) • Volume Carving (Potmesil’ 87, Szeliski’ 93, Seitz’ 97) • CSG Rendering (Goldfeather’ 86, Rappoport’ 97) • Image-Based Rendering (Mc. Millan’ 95, Debevec’ 96, Debevec’ 98)
Contributions • View-dependent image-based visual hull representation • Efficient algorithm for sampling the visual hull • Efficient algorithm computing visibility • A real-time system
What is a Visual Hull?
Why use a Visual Hull? • Can be computed robustly • Can be computed efficiently background + foreground background - foreground =
Rendering Visual Hulls Reference 1 Desired Reference 2
Build then Sample Reference 1 Desired Reference 2
Build then Sample Reference 1 Desired Reference 2
Build then Sample Reference 1 Desired Reference 2
Build then Sample Reference 1 Desired Reference 2
Build then Sample Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Sample Directly Reference 1 Desired Reference 2
Image-Based Computation Reference 1 Desired Reference 2
Observation • Incremental computation along scanlines Desired Reference
Binning • Sort silhouette edges into bins Epipole
Binning • Sort silhouette edges into bins Epipole
Binning • Sort silhouette edges into bins Bin 1 Epipole
Binning • Sort silhouette edges into bins Bin 1 Bin 2 Epipole
Binning • Sort silhouette edges into bins Bin 1 Bin 2 Epipole Bin 3
Binning • Sort silhouette edges into bins Bin 1 Bin 2 Epipole Bin 3 Bin 4
Binning • Sort silhouette edges into bins Bin 1 Bin 2 Epipole Bin 3 Bin 4 Bin 5
Binning • Sort silhouette edges into bins Bin 1 Bin 2 Epipole Bin 3 Bin 4 Bin 5
Scanning Bin 1 Epipole
Scanning Bin 2 Epipole
Scanning Bin 2 Epipole
Scanning Bin 2 Epipole
Scanning Epipole Bin 4
Scanning Epipole Bin 5
Coarse-to-Fine Sampling
IBVH Results • Approximately constant computation per pixel per camera • Parallelizes • Consistent with input silhouettes
Video of IBVH
Shading Algorithm • A view-dependent strategy
Visibility Algorithm
Visibility in 2 D Reference view Desired view
Visibility in 2 D Front-most Points Reference view Desired view
Visibility in 2 D Visible Reference view Desired view
Visibility in 2 D Coverage Mask Reference view Desired view
Visibility in 2 D Visible Coverage Mask Reference view Desired view
Visibility in 2 D Visible Coverage Mask Reference view Desired view
Visibility in 2 D Not Visible Coverage Mask Reference view Desired view
Visibility in 2 D Coverage Mask Reference view Desired view
Visibility in 2 D Visible Coverage Mask Reference view Desired view
Visibility in 2 D Coverage Mask Reference view Desired view
Visibility in 2 D Not Visible Coverage Mask Reference view Desired view
Shaded Visual Hulls
System Camera Client Server (4 x 500 Mhz) Camera Client
System Trigger Signal Camera Client Server (4 x 500 Mhz) Camera Client
System Camera Client Server (4 x 500 Mhz) Camera Client
System Camera Client Compressed video Server (4 x 500 Mhz) Camera Client
System Camera Client Server (4 x 500 Mhz) Camera Client Intersection Camera Client
System Camera Client Server (4 x 500 Mhz) Visibility Camera Client
System Camera Client Server (4 x 500 Mhz) Shading Camera Client
More IBVH Results
Future Work • 3 D teleconferencing • Virtual sets • Post-production camera effects • Mixed reality
Summary • Visual hulls with texture can provide a compelling real-time visualizations • Visual hulls can be computed accurately and efficiently in image space • View dependent shading with visibility
Acknowledgements • DARPA ITO Grant F 30602 -971 -0283 • A generous grant from Intel Corporation • NSF Career Awards 9875859 & 9703399 • Tom Buehler & Kari Anne Kjølass • Thanks to all members of the MIT Computer Graphics Group
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