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ImageBased Rendering

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Correspondences needed to sensibly combine images. If viewpoint has changed this can be hard. ... (Images in paper by Szeliski and Shum, linked to on web page) ... – PowerPoint PPT presentation

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Title: ImageBased Rendering


1
Image-Based Rendering
  • Produce a new image from real images.
  • Combining images
  • Interpolation
  • More exotic methods

2
Why Image-Based Rendering?
  • Whats the most realistic image? A photograph.
  • But photographs lack flexibility.
  • Cant change viewpoint.
  • Cant change lighting.

3
The need for correspondence
  • Image-based rendering is mostly combining images
    to get a new image.
  • Correspondences needed to sensibly combine
    images.
  • If viewpoint has changed this can be hard.
  • If not, its trivial.

4
How to get correspondences
  • By hand
  • Works if few correspondences needed
  • By matching intensities
  • This is really ½ of computer vision.

5
Matching
  • Simplest SSD with windows.
  • Windows needed because pixels not informative
    enough.
  • Compare windows
  • Search for windows that match well

6
Mosaics
  • Take multiple images and construct one big image.
  • Represented as image, cylinder or sphere.
  • Allows panning and zooming.
  • Simplest kind of motion.

7
  • Fixed focal point.
  • Correspondence needed to align images.
  • Image rectification

8
(Images in paper by Szeliski and Shum, linked to
on web page)
9
(Images in paper by Szeliski and Shum, linked to
on web page)
10
(Images in paper by Szeliski and Shum, linked to
on web page)
11
Other mosaicing issues
  • Pixel interpolation needed.
  • Mosaicing can provide more information at each
    pixel.
  • Higher resolution images possible.
  • Higher dynamic range.

12
Morphing
  • What happens if you interpolate images?
  • Need corresponding points.

13
Morphing
  • Corresponding points needed.
  • Often done by hand.
  • Interpolate each point.
  • Position
  • and intensity.
  • Also use interpolation for more correspondences.

14
Linear Interpolationof Position
15
Other Interpolation
  • Also interpolate intensities.
  • Interpolate to find other point correspondes.

16
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
17
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
18
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
19
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
20
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
21
Interpolation
  • We have possibly non-uniform samples of a 4D
    space.
  • Must interpolate to fill in.
  • Worry about aliasing

22
(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
23
Linear basis for lighting
lZ
lY
lX
Surface normal (X,Y,Z) albedo
l Directional source (Lx,Ly,Lz) I
l(Lx,Ly,Lz)(X,Y,Z) LxlX LylY Lz l Z Take
Max of this and 0
24
Using Linear Basis for Rendering
  • Render three images
  • Take linear combinations.
  • Why cant we do this with three real images?

25
Reflectance smooths lighting
26
Basis from diffuse lighting
l
lZ
lY
lX
lXZ
lYZ
lXY
27
  • Note, this can also be done with 9 real images,
    because this is a basis that contains real images
  • In 3D, real images arent in the 3D space, we
    have to take the max with 0 to get real images.

28
Non-Photorealistic Rendering
  • Take a photo and turn it into a different kind of
    image.

29
De Carlo and Santella
Video
30
Image Analogies
(Pictures from image analogies paper linked to on
class web page).
Given A, A and B, generate B A bit like Efros
and Leung texture synthesis.
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