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Traditional 3D Graphics Input: Image-Based Rendering Process: Computer Vision Input: A model Input: Output: Rendered images Image-Based Rendering (IBR) Rendered images Why Does This Make Sense? Real images Analysis + reprojection Use Vision to reconstruct a model Use Graphics to render Output: Process: Real images + assumptions Process: Isn’t There a Simpler Way? Input: Analysis Output: Rendered images Photorealistic Rendering (Z) Process: Real images Assumptions Simulation Display Output: Geometric description Physical properties Photorealistic rendering computes the radiance arriving into the camera through different locations on the image plane. The “Plenoptic function”: the radiance leaving every point in every direction at any moment in time: P (x, y,z,θ, φ, λ,t ) Images as Plenoptic Samples An image is just a collection of rays: a sample of the Plenoptic function! Image-Based Rendering 3D Warping of Planar Images Reconstruct new images from Plenoptic samples. Planar Warping Equation Consider the standard pinhole camera model commonly used in CG: G G C1 + t1 P1 x1 = C 2 + st2 P2 x2 G G t2 P2 x2 = C1 − C 2 + t1 P1 x1 G X = C + t Px ⎡u x P = ⎢⎢u y ⎢⎣ u z vx vy vz ox ⎤ o y ⎥⎥ oz ⎥⎦ t2 t1 ( ) ) ( ) Generalized Disparity May be computed from correspondences: G G G P2 x2 = δ ( x1 ) ( C1 − C 2 ) + P1 x1 X X G P1 x1 C 2 δ ( xG ) ( C − C ) 1 ( P2 x2 1 t1 G G G P2 x2 = δ ( x1 ) C1 − C 2 + P1 x1 Planar Warping Equation (2) G G G P2 x2 = δ ( x1 ) C1 − C 2 + P1 x1 G 1 G P2 x2 = C1 − C 2 + P1 x1 2 C1 G P1 x1 P2 x2 C 2 δ ( xG ) ( C − C ) 1 1 2 C1 Generalized Disparity G P1 x1 r = G C1 − C 2 δ ( x1 ) C1 − C 2 Planar Warping Equation G G G P2 x2 = δ ( x1 ) C1 − C 2 + P1 x1 ( X G P1 x1 G δ ( x1 ) = r G G G hx2 = P2−1 ⎡⎣δ ( x1 ) C1 − C 2 + P1 x1 ⎤⎦ ( G hx2 = P2−1 ⎡⎣ P1 r C1 C 2 δ ( xG ) ( C − C ) 1 Perform a matrix-vector multiplication, followed by a homogeneous divide. 9 adds, 11 multiplies, 1 inverse. Incremental: 6 adds, 5 multiplies. G ⎡ x1 ⎤ ⎤ C1 − C2 ⎦ ⎢ G ⎥ ⎣δ ( x1 ) ⎦ ) 2 Warping A Pixel ( ) G ⎡ x1 ⎤ G hx2 = W ⎢ G ⎥ ⎣δ ( x1 ) ⎦ G P1 x1 1 ) 3D Warping ⎡ u1 ⎤ ⎡r ⎤ ⎢ ⎥ ⎢ s ⎥ = W ⎢ v1 ⎥ ⎢ ⎥ ⎢ 1 ⎥ ⎢ G ⎥ ⎣⎢ t ⎦⎥ ⎣δ ( x1 ) ⎦ Two sub-problems: • Depth • Correspondences or optical flows r u2 = t Where should pixels be moved to? Visibility s v2 = t Tien-Tsin Wong (Nov. 1999) Visibility Epipolar Geometry Traditional solution: depth-buffering Depths may not be available (especially in a real image) Can we solve the visibility without depth? Yes! Using epipolar geometry Consider another pixel i2 p2 will occlude Configuration ofp1two only cameras when p1, p2 & e are coplanar, co-linear and p2 is in between Reference image Reference camera Tien-Tsin Wong (Nov. 1999) Desired image Desired camera Tien-Tsin Wong (Nov. 1999) Epipolar Geometry (2) Pattern of Drawing Order If Although always we draw know i1 before where ioccluding p1line &correct pcan are,occlude visibility their projection is Towe Only identify pixels pixels ondon’t thepotentially same epipolar other, each the 2, the 2 each on the epipolar determines the visibility (e.g. i1 willto epipolar other plane isline intersected the reference image ensured without knowing thewith depth information! neverthe occlude i2) line give epipolar By intersecting the epipolar planes with the reference image, a pattern of drawing order is obtained: Epipolar plane positive epipole Tien-Tsin Wong (Nov. 1999) Tien-Tsin Wong (Nov. 1999) Pattern of Drawing Order A diverging pattern is formed if the direction of the epipolar ray is reversed. Pixel-based Drawing Order In fact, there are only three kinds of patterns Tien-Tsin Wong (Nov. 1999) Tien-Tsin Wong (Nov. 1999) Drawing Order: Summary Project the desired center of projection onto reference image plane: Perform warping on each of the resulting blocks in scanline order with appropriately chosen directions: Reconstruction Digital images are discrete, not continuous. The same image could be produced by different scene geometries. Splatting Each sample is treated as a Gaussian cloud density. Problem: excessive exposure errors. Micropolygons LDI: Layered Depth Images Non-Planar Panoramic Cameras Similar warping equations exist, but they are non-linear. Visibility ordering idea works here too. Fit a bilinear patch to each image grid cell. Problem: excessive occlusion errors. A convenient representation that avoids disocclusion errors with a single “image”: LDI Camera Geometry Representation Splat Size Computation