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Page 1: Lightfields and Lumigraphs

Lightfields and Lumigraphs

Vision for GraphicsCSE 590SS, Winter 2001

Richard Szeliski

(with lots of slides from Michael Cohen)

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3/7/2001 Vision for Graphics 2

Modeling light

How do we generate new scenes and animations from existing ones?

Classic “3D Vision + Graphics”:• take (lots of) pictures• recover camera pose• build 3D model• extract texture maps / BRDFs• synthesize new views

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Computer Graphics

Image

Output

ModelSyntheticCamera

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Real Scene

Computer Vision

Real Cameras

Model

Output

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Combined

Model Real Scene

Real Cameras

Image

Output

SyntheticCamera

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But, vision technology falls short

ModelReal Scene

Real Cameras

Image

Output

SyntheticCamera

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… and so does graphics.

ModelReal Scene

Real Cameras

Image

Output

SyntheticCamera

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Image Based Rendering

Real Scene

Real Cameras-or-

Expensive Image Synthesis

Images+Model

Image

Output

SyntheticCamera

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Ray

Constant radiance• time is fixed

5D• 3D position• 2D direction

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All Rays

Plenoptic Function:• all possible images• too much stuff!

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Line

Infinite line

4D• 2D direction• 2D position• non-dispersive medium

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Ray

Discretize, then interpolate

Distance between 2 rays• Which is closer together?

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Image

What is an image?

All rays through a point• Panorama?

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Image

Image plane

2D• position

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Light leaving towards “eye”

2D• just dual of image

Object

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Object

All light leaving object

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Object

4D• 2D position• 2D direction

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Object

All images

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Lumigraph / Lightfield

Outside convex space

4D

StuffEmpty

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Lumigraph

Inside convex space

4D

EmptyStuff

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Lumigraph

How to • organize• capture• render

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Lumigraph - Organization

2D position

2D direction

s

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Lumigraph - Organization

2D position

2D position

2 plane parameterization

su

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Lumigraph - Organization

2D position

2D position

2 plane parameterization

us

t s,tu,v

v

s,t

u,v

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Lumigraph - Organization

Hold s,t constant

Let u,v vary

An image

s,t u,v

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Lumigraph - Organization

Discretization• higher res near object

– if diffuse– captures texture

• lower res away– captures directions

s,t u,v

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Lumigraph - Capture

Idea 1• Move camera carefully over

s,t plane• Gantry

– see Lightfield paper

s,t u,v

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Lumigraph - Capture

Idea 2• Move camera anywhere• Rebinning

– see Lumigraph paper

s,t u,v

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Lumigraph - Rendering

For each output pixel• determine s,t,u,v• either

– find closest discrete RGB– interpolate near values s,t u,v

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Lumigraph - Rendering

For each output pixel• determine s,t,u,v

• either• use closest discrete RGB• interpolate near values

s u

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Lumigraph - Rendering

Nearest• closest s• closest u• draw it

Blend 16 nearest• quadrilinear interpolation

s u

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Lumigraph - Rendering

Depth Correction• closest s• intersection with “object”• best u• closest u

s u

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Lumigraph - Rendering

Depth Correction • quadralinear interpolation• new “closest”• like focus

s u

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Lumigraph - Rendering

Fast s,t,u,v finding• scanline interpolate• texture mapping• shear warp

s u

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Lumigraph - Ray Space

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Lumigraph - Ray Space

Image effects:• parallax• occlusion• transparency• highlights

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Lumigraph - Demo

Lumigraph• Lion, Fruit Bowl, Visible Woman, Path Tracing

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Lightfield - DemoDigital Michelangelo Project

– Marc Levoy, Stanford University– Lightfield (“night”) assembled by Jon Shade

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Surface Lightfields

Turn 4D parameterization around

Leverage coherence

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Surface Lightfields

Wood et al, SIGGRAPH 2000

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3D Representations

Image is 2D

Lumigraph is 4D

What happened to 3D?• 3D Lumigraph subset• Concentric mosaics

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3D Lumigraph

One row of s,t plane• i.e., hold t constant

s,t u,v

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3D Lumigraph

One row of s,t plane• i.e., hold t constant• thus s,u,v• a “row of images”

s

u,v

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Concentric Mosaics

Replace “row” with “circle” of images

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Concentric Mosaics

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Concentric Mosaics

From above

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Concentric Mosaics

Depth correction

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Concentric Mosaics

Panorama

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2.5D Representations

Image is 2DLumigraph is 4D3D

• 3D Lumigraph subset• Concentric mosaics

2.5D• Layered Depth Images• View Dependent Surfaces

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Layered Depth Image

ImageDepthLayered

2.5 D ?

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Layered Depth Image

Rendering from LDI

• Incremental in LDI X and Y • Guaranteed to be in back-to-front order

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Layered Depth Image

Rendering from LDI

• Incremental in LDI X and Y • Guaranteed to be in back-to-front order

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Layered Depth Image (LDI)

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Summary

5D: Plenoptic Function (Ray)

4D: Lumigraph / Lightfield

3D: Lumigraph Subset

3D: Concentric Mosaics

2.5D: Layered Depth Image

2.5D: Image Based Models

2D: Image