CS 563 Advanced Topics in Computer Graphics Introduction To IBR

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CS 563 Advanced Topics in Computer Graphics Introduction To IBR By Cliff Lindsay Slide Show ’99 Siggraph[6]

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CS 563 Advanced Topics in Computer Graphics Introduction To IBR. By Cliff Lindsay. Slide Show ’99 Siggraph[6]. What Is IBR?. IBR: Multidisciplinary field that includes computer vision and graphics Techniques that replace and/or augment polygon models - PowerPoint PPT Presentation

Transcript of CS 563 Advanced Topics in Computer Graphics Introduction To IBR

Page 1: CS 563 Advanced Topics in  Computer Graphics Introduction To IBR

CS 563 Advanced Topics in Computer GraphicsIntroduction To IBR

By Cliff Lindsay

Slide Show ’99 Siggraph[6]

Page 2: CS 563 Advanced Topics in  Computer Graphics Introduction To IBR

What Is IBR?

IBR: Multidisciplinary field that includes computer vision

and graphics

Techniques that replace and/or augment polygon models

Primary data pre-rendered images and photographs as input

The Rendering Spectrum [3]

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Where Did IBR Come From?

Photo-realism Modeling ability has been stifled by rendering

advancements Availability of inexpensive digital image

acquisition hardware Recent graphics accelerators trends Necessity to render object that can’t be

rendered using polygons

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Tenants and Common Techniques of IBR

Rendering time is decoupled from scene complexity

Images are used as input Exploits coherence Pre-calculation of scene data/images

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Computer Vision Computer Graphics = IBR.

Combining CG and Computer Vision

Vision Technology Lacks robust Algorithms The Graphics Industry Needs better modelling

Siggraph ’99 Course on Image-based Rendering[6]

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How Does IBR Compare to Traditional Rendering?

Image Warping Vs. Matrix Transformations

Perspective Division Vs. Projective Normalization

What the !@#$ Is A Splat Kernel?

[1] Image from Leonard McMillan

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Approaches

2D Approaches: Texture Mapping Sprite, Billboards, and Impostors Image Layering

3D approaches: LDI (2.5D) View Interpolation & Morphing Mosaics

4D approaches: The Lumigraph Light Fields

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Texturing Mapping

Texture Space (u,v) 3D Object Space (x0, y0, z0) Screen Space (x, y) [5]

Texture mapping has close ties to Image Warping

Wide Industry Support (hardware and Software)

Filtering

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Sprites, Billboards, and Impostors (Oh my!)

Sprites: Pure 2D image No warping, or projection (like mouse cursor)

Billboards: Sprite applied to a polygon Alpha channel usually employed Uses texture mapping for acceleration

Impostors: Billboards created on the fly. Can represent complex models Error metric associated w/ changed views

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Billboards

Billboards: Oriented toward viewer Matrix transformations (classical pipeline) Special effects (lens flares, laser/light bursts, etc) Hard to render objects (clouds, fire, smoke)

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Impostors

Impostor Techniques: Error Angle Off Screen Rendering Polygon Texturing Texture resolution need not exceed screen

resolution texres = screenres * objsize/(2 * distance *

tan(fov/2))

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Billboard Example

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Billboard Example

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Lumigraph/Light Fields 0

Plenoptic function An image is a collection of radiance values a long a ray. Radiance value for all possible rays = Plenoptic function 4D (for our purpose)

[7]

[7]

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Lumigraph/Light Fields 1

Represent an object by it’s extents Each point on a cube has multiple rays

eminating. Each wall has 2 planes (12 planes make a

cube)

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Lumigraph/Light Fields 2

You parameterize a ray using the 2 planes L(s, t, u, v) = radiance for a ray Ray – plane intersection make it easy and fast

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Lumigraph/Light Fields 3

Sample of the objects on the plane are not continuos

Gaps are Created

[10]

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Lumigraph/Light Fields 4

Continuos luminance is a linear sum B – basis function for which we can calculate

at grid points If we use a constant value, the coefficient take

on the values of the grid points

[10]

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Lumigraph/Light Fields 5

[10]

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Lumigraph/Light Fields 6

Example Rendering

[10]

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View Interpolation

Reference Image 1 Reference Image 2

CorrespondingPixels

Morph maps

Based on diagrams from Watt[8]

View Morphing - more to come next presentation!

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View Morphing

View Morphing - more to come next presentation!

View Morphing[9]

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View Morphing

I0 I1

I0 ' I1 'Is '

I s

1 1

2 2

3

View Morphing - more to come next presentation!

View Morphing[9]

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Recent Developments & The Future of IBR

Surface Light fields High Dynamic Range Radiance Maps View-dependent texture-mapping (VDTM) IBO (Image Based Objects)

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Conclusion

Rendering time is decoupled from scene complexity

Images are used as input

Pre-calculation of scene data/images

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Additional Resources

http://citeseer.nj.nec.com/cs - NEC Digital Library

http://www.siggraph.org http://www.debevec.org/ (View Morphing, High

Dynamic Range Radiance Maps, Projective Texture-Mapping)

http://www-2.cs.cmu.edu/%7Eph/869/www/misc.html (a cool site with a bunch of IBR links)

http://www.peter-oel.de/ibmr-focus/ (Another cool site)

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References

[1] McMillan, Leonard, “An Image-Based Approach to Three-Dimensional Computer Graphics ”, , http://graphics.laces.mitt.edu/~mcmillan/IBRwork/defense23.html, date unknown, Cited slide #6.

[2] McMillan, Leonard, Gortler, Steven, “Applications of Computer Vision to Computer Graphics”, ACM Siggraph, Vol. 33 no. 4, Nov. 99

[3] Akenine-Moller, Tomas, Haines, Eric, “Real-Time Rendering, 2nd Edition”, A K Peters, 2002[4] Watt, Alan, “3D Computer Games”, Addison-Wesley Pub Co, Volume 1, 2nd edition, 1999[5] Heckbert, Paul S., “Survey of Texture Mapping,” IEEE Computer Graphics & Applications,

Cited slide #10, November 1986,[6] Cohen, Michael, “Course on Image-based, Modeling, Rendering, and Lighting”,

Siggraph ‘99[7] Mcmillian, Leonard, Bishop, Gary, “Plenoptic Modeling: An Image-Based Rendering

System”, Proceedings of SIGGRAPH 95, (Los Angeles, CA August 6-11, 1995), pp. 39-46[8] Watt, Alan, “3D Computer Graphics”, Addison-Wesley Pub Co, 3nd edition (), 2000[9] Chen, S.E., Williams L., “View Interpolation for Image Synthesis”, ACM Siggraph ’95[10]Gortler, S, Cohen, M, Girzesczuk, R, Szeliski, R, “The Lumigraph”, ACM Siggraph, 1996