Algorithms for Image-Based Rendering with an Application to Driving Simulation

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Transcription:

Algorithms for Image-Based Rendering with an Application to Driving Simulation George Drettakis GRAPHDECO/Inria Sophia Antipolis, Université Côte d Azur http://team.inria.fr/graphdeco

Graphics for Driving Simulators Requirements for Computer Graphics (CG) in driving simulators Realism Large environments Ease of Creation Variety Current practice Computer Graphics with Synthetic Content

Current Graphics for Simulators Getting better but: Hard to create environments Realism not quite there yet CARLA Intel Gazebo

Computer Graphics (CG) with Synthetic Content Can provide realistic content, but Requires huge amount of manual labor, high cost Rendering quality can be good, but expensive CG is about creating images Ultimately a forward process Often involves simulation or procedural methods

Captured Content Multi view stereo, game changer Multiplication of sensors Traditional expensive: LIDAR etc. Cheaper, accessible: Kinect etc Capture methods seen as inverse problem Frequently use optimization methods Image synthesis is often the ultimate goal

Traditional Computer Graphics 3D geometry projection Simulation physics

The richness of our everyday world Photo by Svetlana Lazebnik

Creating Realistic Imagery Computer Graphics Photography + great creative possibilities + easy to manipulate objects / viewpoint / light - Tremendous expertise and work for realism + instantly realistic + easy to acquire - very hard to manipulate objects / viewpoint / light

Creating Realistic Imagery Computer Graphics Image Based Render (IBR) Photography Realism Ease of creation Manipulation + great creative possibilities + easy to manipulate objects / viewpoint / light - Tremendous expertise and work for realism + instantly realistic + easy to acquire - very hard to manipulate objects / viewpoint / light

Image synthesis Output Image Virtual Camera Virtual scene

Computer vision Output Virtual scene Real scene Real cameras

Computer vision and graphics Output Image Virtual camera Virtual scene Real cameras Real scene

Imperfect computer vision Output Image Virtual camera Virtual scene Real cameras Real scene

Imperfect computer graphics Output Image Virtual camera Virtual scene

Image-based rendering (IBR) Image Virtual camera Images + Virtual scene Real cameras Real scene

Image-based rendering Blend input images Virtual Novel camera Use Real proxy scene geometry Real Input cameras

Background on IBR

Capturing multiple viewpoints Capture the Lightfield [Levoy and Hanrahan, SIGGRAPH 1996] Every light ray from camera plane (u,v) in direction of the image plane (s,t) Lots of data! High redundancy, compression

View-dependent texture mapping [Debevec & Malik SIGGRAPH 1997]

View-dependent texture mapping [Debevec & Malik SIGGRAPH 1997]

Unstructured Lumigraph (ULR) [Buelher et al. SIGGRAPH 2001] 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 21

Recent Image-Based Rendering Approximate multi view capture of a scene Camera calibration (Structure from Motion, SfM) Multi view Stereo reconstruction (MVS) Now a mature technology, commercially available solutions Bentley/Acute3D ContextCapture RealityCapture PhotoScan etc

Multi-View Stereo

Multi-View Stereo

SfM and MVS We have the positions and orientations of the camera for each photo We have an approximate geometric model Missing parts and details Overestimated geometry Bad normals/surface reconstruction

How to render?

Option 1: Textured Mesh

Textured Mesh

Option 2: Traditional IBR Basic Idea Use MVS geometry and blend images using a set of clever weights Image blending: Corrects some of the geometry errors Provides some view dependent effects 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 29

Option 2: ULR [Buehler 2001]

Prior work: ULR? [Buehler2001] Moving highlights

Novel Solutions for IBR at Inria/GRAPHDECO Address two main shortcomings: Inaccurate proxy geometry Finding good blending weights How? Create a representation per view overcoming limitations on geometry New algorithms to improve blending of different views 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 32

Depth synthesis and local warps for plausible image-based navigation G. Chaurasia, S. Duchêne, O. Sorkine Hornung, G. Drettakis ACM Trans. On Graphics 2013 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 33

Main Problems Sparse depth Occlusion boundaries??

Compensate using 2D image-based approximations Over Depth Image Adaptive segmentation synthesis warping blending Fill depth in empty Alleviate regions distortions Blend Recover - selectively not and photoconsistent, occlusion cracks avoid boundaries due ghosting only inaccurate suitable depth for image warps

Local Shape Preserving Warp Image reprojected into novel view using depth samples Image warped into novel view using shape preserving warp

Warp and Blend Warped images Blended result

Results

Scalable Inside-Out Image-Based Rendering Peter Hedman 1, Tobias Ritschel 1, George Drettakis 2, Gabriel Brostow 1 UCL 1, Inria 2 ACM Transactions on Graphics (SIGGRAPH Asia 2016)

Improving Per-View Representation Improve per view representation Per view meshes Start with Indoors Scenes Initial version using depth sensors

FINAL REVIEW MEETING Darmstadt 29th November 2016 Indoors Scenes

Indoors Scene Use Kinect to get reasonable global geometry Needs a large number of photos to cover the space Larger overlap than outdoors FINAL REVIEW MEETING Darmstadt 29th November 2016

Prior work: Unstructured Lumigraph (ULR)? [Devec1998, Buehler2001, Eisemann2008] Inaccurate geometry

Prior work: Per-photograph geometry! [Ours, Zitnick2007, Chaurasia2013, Kopf2013, Ortiz-Cayon2015] Refined geometry

Refining per-photograph geometry [Ma2013, Wolff2016] Post process filters Global geometry Multi-view stereo refinement Global geometry prior Triangulated mesh

Indoors scenes

Indoors scenes

Deep Blending for Image Based Rendering Peter Hedman 1, Julien Philip 3, True Price 2,Jan Michael Frahm 2, George Drettakis 3, Gabriel Brostow 1 UCL 1, UNC 2, Inria 3 ACM Transactions on Graphics (SIGGRAPH Asia 2018 conditionally accepted) 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 48

Deep Blending Further improve per view meshes Better refinement Edge aware mesh simplification Can treat outdoors scenes! Learn blend weights by training in a leave one out manner Train on 19 datasets, total of 2600 images Learn blending weights 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 49

Deep Blending Results 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 50

Outdoors Scene: texture mapping 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 51

Deep Blending Results 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 52

Additional Challenges Changing the scene is hard in IBR Two advances: Removing / moving objects Changing the lighting ( relighting ) 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 53

Plane-Based Multi-View Inpainting for Image-Based Rendering Julien Philip Inria, Université Côte d Azur George Drettakis Inria, Université Côte d Azur ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Montreal, Quebec, Canada: 17 May 2018 DEMO

Remove Objects Perform multi view inpainting Estimate local planar approximation of surface Perform efficient multi scale, resolution aware inpainting using PatchMatch Inpaint planar regions Inpaint input images

Some of the Input Images

Our result Our result

Our Our result result

Multi-View Relighting for Outdoors Scenes S. Duchêne, C. Riant, G. Chaurasia, J. Lopez-Moreno, P- Y. Laffont, S. Popov, A. Bousseau, G. Drettakis ACM Transactions on Graphics 2015

Intrinsic Decomposition Guide decomposition combining 3D information, rendering and image processing Reflectance Input Image Shading

Results

Image-Based Relighting

Application to Image-Based Rendering with Relighting

Driving Simulation Application First challenge: capture of large scenes Previous examples 20 200 images Need 1000 2000 images for a city block Solution: Inria bike capture: 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 64

Driving Simulation Application Second challenge: Rendering large scenes with thousands of pictures CPU memory; loading from disk GPU memory; loading from CPU (Initial) Solution: Streaming system 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 65

Driving Simulation Application Demo! Note: Semi automatic cleanup for mesh outliers and moving cars (in the process of being automated) 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 66

1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 67

Future Work Correct remaining artifacts Solution for reconstruction & rendering of cars Hard cases in general: Thin structures, Reflections, transparency Ad hoc, specific solutions Semantics & Learning to the rescue? 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 68

Future Work Allow more editing Better relighting solution More geometry editing Seamless mix with synthetic content Combine rendering modalities; develop solutions that are not mutually exclusive (ERC FUNGRAPH) 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 69

Conclusions Very promising technology to provide highly realistic CG for driving simulators But technology must mature before prime time Could be a game changer for realism in driving simulation (Human) Training in assisted driving (Machine) Training for autonomous driving 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 70

Funding EU FP7 VERVE https://gv2.scss.tcd.ie/verve/ EU FP7 CR PLAY http://www.cr play.eu/ EU H2020 EMOTIVE https://www.emotiveproject.eu/ ANR SEMAPOLIS https://project.inria.fr/semapolis/ 1ST REVIEW MEETING Sophia Antipolis 25/26 November 2014 71

Thank you Questions?