Image-Based Rendering

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Image-Based Rendering COS 526, Fall 2016 Thomas Funkhouser Acknowledgments: Dan Aliaga, Marc Levoy, Szymon Rusinkiewicz

What is Image-Based Rendering? Definition 1: the use of photographic imagery to overcome the limitations of traditional computer graphics

What is Image-Based Rendering? Definition 2: The use of computational techniques to overcome limitations of traditional photography

Image-Based Modeling and Rendering Traditional vision / graphics pipelines: World Vision Geometry Reflectance Light sources Graphics New Images Image-based pipeline: World Captured Images New Images

Image-Based Modeling and Rendering Generate new views of a scene directly from existing views

Plenoptic Function L(x,y,z,q,f,t,l) Captures all light flow in a scene to/from any point (x,y,z), in any direction (q,f), at any time (t), at any frequency (l) Enough information to construct any image of the scene at any time (x,y,z) (q,f) [Funkhouser]

Plenoptic Function Simplifications Simplification from 7D to 3 5D Represent color as RGB: eliminate l Static scenes: eliminate t Other simplfications? (x,y,z) (q,f)

Image-Based Representations 7D 6D 5D 4D 3D 2D Ideal Consider only 3 frequencies (RGB) Consider only one time instant (static scene) Consider only viewpoints inside/outside scene Consider one dimension fewer directions/positions Consider viewpoints at finite set points or angles

IBR Representations Image pairs Sea of Images Lightfields / Lumigraphs

IBR Representations Image pairs Sea of Images Lightfields / Lumigraphs

View Interpolation Create novel images by resampling photographs Reference images sample 5D plenoptic function Derived Frame Reference Frame Reference Frame

View Interpolation Method: Warp nearby reference images to novel viewpoint Blend warped images R1 N R2 Morph with warp defined by reprojection or pixel correspondences

Pixel Correspondences Vision (e.g. stereo): disparity Feature matching: sparse 3D model: possibly coarse Left Right Disparity [Szeliski]

View Interpolation Problem: changes in visibility Disocclusions [McMillan]

Disocclusions Partial solutions: Fill holes by interpolating nearby pixels Fill holes with texture synthesis [McMillan]

Disocclusions Another solution (when possible): Multiple samples per pixel at different depths

Disocclusions Another solution (when possible): Multiple samples per pixel at different depths Reference Image Warped Depth Image [Popescu]

Disocclusions Another solution (when possible): Multiple samples per pixel at different depths Reference Image Warped Layered Depth Image

View Interpolation Challenges Capture How do we obtain a dense set of calibrated images over a large area in a practical manner? Data Management How do we store and access the large amount of data? Rendering How do we create novel views from a dense sampling of images in real-time?

IBR Representations Image pairs Sea of Images Lightfields / Lumigraphs

Sea of Images Data Management and Rendering Algorithms Large-scale Dense Capture Interactive Walkthroughs

Sea of Images Capture Use a hemispherical FOV camera driven on cart focal point mirror m image plane i p camera Paraboloidal Catadioptric Camera [Nayar97]

Sea of Images Capture Use a hemispherical FOV camera driven on cart

Sea of Images Capture Locate camera by tracking fiducials

Sea of Images Capture Result is a sea of images spaced a few inches apart

Sea of Images Compression Goal: provide access to images along arbitrary viewpoint paths in real-time

Sea of Images Compression Approach: create a multiresolution spatial hierarchy of compressed original images and compressed difference images

Sea of Images Rendering Use captured images near the novel viewpoint to create new views floor plan Novel viewpoint

Sea of Images Rendering Interpolate three nearest views using detected feature correspondences A B A B C C

Sea of Images Results Bell Labs Museum 900 square ft 9832 images 2.2 inch spacing Princeton Library 120 square ft 1947 images 1.6 inches Personal Office 30 square feet 3475 images 0.7 inches [Aliaga02]

Sea of Images Results Times Setup: ~15 minutes Capture: ~30-60 minutes Preprocessing time: 4 to 17 hours Frame rate 1024x1024 @ 20Hz, 512x512 @ 30Hz

Sea of Images Results

Sea of Images Results

Sea of Images Results

Sea of Images Results Render complex light effects (specular highlights) cylindrical projection

Sea of Images Results Multiresolution pre-filtering: far-to-near image sequence

Sea of Images Results captured omnidirectional image reconstructed omnidirectional image

IBR Representations Image pairs Sea of Images Lightfields / Lumigraphs

Lightfields In unoccluded space, can reduce plenoptic function to 4D Outside looking in Inside looking out

Using Lightfields Obtain 2D slices of 4D data set Arbitrary views: take other 2D slices Challenges: Parameterization Capture Compression Rendering

Lightfield Parameterization Point / angle Two points on a sphere Points on two planes Original images and camera positions

Light Field Two-Plane Parameterization Two planes, evenly sampled: light slab In general, planes in arbitrary orientations In practice, one plane = camera locations Minimizes resampling

Light Field Two-Plane Parameterization

Light Field Coverage

Multi-Slab Light Fields

Lightfield Capture Capture a 2D set of (2D) images Choices: Camera motion: human vs. computer Constraints on camera motion Coverage and sampling uniformity Aliasing

Lumigraph Capture Capture: move camera by hand Camera intrinsics assumed calibrated Camera pose recovered from markers

Lightfield Capture Levoy 06: Computer-controlled camera rig Move camera to grid of locations on a plane

Lightfield Capture Acquire an entire light field at once Video rates Integrated MPEG2 compression for each camera (Bennett Wilburn, Michal Smulski, Mark Horowitz)

Lightfield Capture Lytro

Lightfield Compression Compress individual images (JPEG, etc.) Adapt video compression to 2D arrays Decomposition into basis functions Vector quantization

Lightfield Rendering How to select rays? How to interpolate

Lightfield Rendering For each desired ray: Compute intersection with (u,v) and (s,t) planes Take closest ray Variants: interpolation Bilinear in (u,v) only Bilinear in (s,t) only Quadrilinear in (u,v,s,t)

Lumigraph Rendering Use rough depth information to improve rendering quality

Lumigraph Rendering Use rough depth information to improve rendering quality

Lumigraph Rendering Without using geometry Using approximate geometry

Lightfields Advantages: Simpler computation vs. traditional CG Cost independent of scene complexity Cost independent of material properties and other optical effects Avoid hard vision problems Disadvantages: Static geometry Fixed lighting High storage cost

Other IBR Representations Texture maps VDTMs Surface lightfields Unstructured lightfields Concentric mosaics Panorama Etc. Texture maps are an IBR representation! [McMillan]

IBR Summary Advantages Photorealistic - by definition Do not have to create 3D detailed model Do not have to do lighting simulation Performance independent of scene Disadvantages Static scenes only Real-world scenes only Difficult for scenes with specularities, etc. Limited range of viewpoints Limited resolution