IBR: View Interpolation Philipp Slusallek .


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Picture Based Rendering. . . . . Geometry-based. Picture based. . Display/Environment Map. . Sprite/Imposter. Fraud/Sprite with Depth. . . LDI. Geometry. . View-dependentTexture Mapping. Lightfield/Lumigraph. View Interpolation. 1. Inserting between reach pictures - Chen and Williams, View Interpolation, 1993-Shade et al., Layered Depth Images, 19982. Correspondences and epipolar analys
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IBR: View Interpolation Philipp Slusallek

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Image-Based Rendering Lightfield/Lumigraph Sprite/Imposter LDI Geometry Imposter/Sprite with Depth View-subordinate Texture Mapping Panorama/Environment Map Geometry-based Image-based

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View Interpolation 1. Interjecting between range pictures -Chen and Williams, View Interpolation, 1993 -Shade et al., Layered Depth Images, 1998 2. Correspondences and epipolar examination -Laveau and Faugeras, Collection of Images, 1994 -McMillan and Bishop, Plenoptic Modeling, 1995 3. Blend of view combination and transforming -Chen and Williams, 1993 -Seitz and Dyer, 1995  Require profundities or correspondences

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Drawing RGBZ Images Various systems: 1. Need sorted splatting (Gauss, little rectangles, or focuses) -Chen and Williams 2. Need sorted tallness field -McMillan and Bishop 3. Micropolygon work -Marks et al. 4. Opposite beam following of stature field -McMillan 5. Crush and draw as a polygon work

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View Interpolation Issues: Visibility/Occlusion Holes (Anti-)associating Shading (diffuse)

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Directly from correspondences Laveau and Faugeras Algorithm p 2 p 1 Existing View2 Existing View1 p 3 l 13 l 23 New View 3

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Merging RGBZ Images Problems: Overlaps -Oversampling -Occlusion Gaps or gaps -Undersampling -Expose concealed zones Chen and Williams 1993

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View Interpolation [Chen/Williams\'93] Preprocessing: Correct correspondences for pixel (transform outline) into pieces (progressive) Obtain needs frame Z separating Display: Linear addition of transform guide Back-to-front rendering of squares Fill openings from adjoining pixels

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Sprites/Imposters Purpose: Cache complex rendered geometry Decouple rendering overhauls from picture upgrades Drawing primitives Issues: Placement of polygon Warping of surface (point of view, relative) Validity of reserve Hierarchy Continuity with environment

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Sprites/Imposters

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Imposters

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Sprites/Imposters with Depth Better picture distorting: Wider scope of reuse Backward mapping just with homograph New mapping: Stored profundity delineate guide profundity outline (geometry) Backward mapping of shading utilizing profundity data d\' d\'

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 I 1 d 1 ( I 2 ) I 2 Mapping with Depth Forward Mapping: Holes and associating

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 I 1 ( I 2 ) d 2 I 2 Mapping with Depth Backward Mapping: What is d ?

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 I 1 ( I 2 ) d 2 I 2 Mapping with Depth Solution: Forward guide profundity Reconstruct estimated geometry Backward guide shading

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Layered Depth Images Idea: Handle disocclusion Store imperceptible geometry inside and out pictures Data structure: Per pixel rundown of profundity tests Per profundity test: RGBA Z Encoded: Normal course, remove Pack into reserve lines

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Layered Depth Images Computation: Incremental distorting calculation Implicit requesting data Process in up to four quadrant Splat measure calculation Table query Fixed splat formats Clipping of LDIs

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Layered Depth Images

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Micro-Polygon rendering Goal: Fill Holes by expecting smooth geometry Approach: Connect neighboring pixels with polygons Delete polygons for substantial strides Render smaller scale polygons  Heavy load on representation framework

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Some more Application: Stereo Example politeness L. McMillan, MIT

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Some More Applications Holography Generating new perspectives of models Decoupling of rendering and picture overhauls Z is accessible Avoid antiquities Motion Capture Matching of model to picture information Morphing for adaptable models Video Rewrite/Talking Head

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From Michael Cohen

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From Michael Cohen

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From Michael Cohen

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Image-Based Rendering Limitations Static scene geometry Fixed lighting Constrained look-from or take a gander at point Possibilities: Complete demonstrating and rendering framework? Joining of Computer Vision and Computer Graphics?

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