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Stylized Video Cubes

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Saving parameters for NPR primitives. Rendered in real-time for output frame. Overall processing ... NPR related works 'Painterly' hand-created look ... – PowerPoint PPT presentation

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Title: Stylized Video Cubes


1
Stylized Video Cubes
  • Allison W. Klein
  • Peter-Pike J. Sloan
  • Adam Finkelstein
  • Michael F. Cohen

SCA 2002, the ACM SIGGRAPH Symposium on Computer
Animation.
2
Contents
  • Introduction
  • Related Works
  • Processing video in 3D
  • Rendering solids
  • Stylized Rendering
  • Performance notes
  • Conclusion
  • Future work

3
Introduction
4
New rendering style
  • Video cube
  • Abstract representation of the video
  • 3D Space-time volume
  • Set of rendering solid
  • Rendering solid
  • Partition of video cube
  • Saving parameters for NPR primitives
  • Rendered in real-time for output frame

5
Overall processing
  • Step1 defining rendering solids
  • Sample NPR primitives
  • Define rendering style
  • Modify parameters interactively
  • Step 2 rendering of rendering solids
  • Extract NPR parameters
  • Composite of output frames

6
Related works
7
NPR related works
  • Painterly hand-created look
  • Simulation of art medium
  • Impressionism, Pen and ink
  • Watercolor, Engraving
  • Applying to video sequence
  • Some artifacts
  • To overcome artifacts
  • Use optical flow changes
  • Litwinowicz97, Hertzmann2000

8
Video volume related works
  • P. Rademacher et al. 98
  • Two dimensional slice of video cube
  • S. Fels and K. Mase 2000
  • Video cube
  • Cutting plane parallel to time axis
  • Epipolar diagrams
  • Leverage
  • Applying these approaches to NPR of video

9
Video volume related works
  • ? Cutting the video cube
  • parallel to the X-Y plane

Arbitrary cutting ? the video cube
10
Aesthetics inspiration
  • Cubist and futurist arts
  • Early 20th century
  • Mixing space and time with an image
  • Leverage
  • Mixing space and time within a video
  • Slice the input video in non-standard way
  • Creating many different styles

Houses after rain D.M. Ross
11
Processing video
12
Video representation
  • In previous work
  • A sequence of images
  • In video cube
  • Three-dimensional volume of pixel data
  • Manipulate time in more unified way

13
Rendering solid
  • Rendering solid..
  • In time interval ,mapping time to
    -D vector
  • Vector for expressing properties
  • Color, position, variation, etc.
  • A set of parameterized rendering solids in a
    video cube

14
Rendering solid
  • Evaluation from rendering solid
  • A plane passes through the cube
  • At time t, provides parameters for NPR primitives
  • Composites output frame
  • Benefits
  • Time-continuous video volume
  • Temporal coherence

15
Defining rendering solids
  • Video pre-processing
  • Sampling information
  • Color gradients, importance, etc.
  • Input as rendering solids
  • Types of rendering solids
  • Shard-like rendering solid
  • KD-tree-based rendering solid
  • Worm-like rendering solid

16
Shard-like rendering solid
  • How to generate..
  • Two control points
  • On key frames
  • Center, direction
  • Scrolling to other key frame
  • Modify center or direction
  • Interpolation between key frames
  • Form cutting surfaces

17
Shard-like rendering solid
  • How to generate..
  • Union of cutting surfaces rendering
    solid
  • ID to each solid

18
Shard-like rendering solid
  • Flow definition using cutting surfaces

For any point P in frame , center of L, C 1.
Initialize flow vector (0,0) 2. Find cutting
lines forming polygonal cross-section of shard
enclosing P 3. For each line L of shard, with C
and P (a) DistancePs perpendicular distance
to L in frame (b) Weight(length of L in
)/(distance?) (c) Displacement velocity (C
in 1) - (C in ) (d) Rotation vector(Ls
direction in ) x (Ls direction in 1 )
19
Shard-like rendering solid
  • Flow definition using cutting surfaces

(e) Angular velocityRotation vector x (vector
P to C in ) (f) Current velocityDisplaceme
nt velocity angular velocity (g) Flow
vector Current velocity Weight 4. Normalize
flow vector by sum of all weights
20
KD-tree based RS
  • 3D summed area table
  • Importance value
  • Values for evaluating integralof importance over
    sub-region

21
KD-tree based RS
  • KD-tree
  • Subdivide the video volume
  • Each sub-volume has approximately same amount of
    importance
  • Position of lines changes through time
  • Swept surface

22
Worm-like rendering solid
  • A curved line in time dimension
  • Point trajectory through time
  • location of trajectoryguides the place
    of textured sprites
  • Worm-like rendering solid
  • The union of sprites for a single trajectory
  • Parameters recording along trajectory

23
Worm-like rendering solid
  • Trajectory types
  • Constant value position
  • Point interpolation
  • Flow following trajectory

24
Flow following trajectory
  • Adapting streamline placement algorithm Jobard
    97
  • Divide volume to regular grid
  • Growing curves following flow
  • As advanced
  • Checking neighborhood cells
  • Stop growing when too closeto next curve or face
    edge

25
Stylized rendering
26
Stylized rendering
  • Frame rendering
  • Evaluate rendering solid at time, t
  • Extract parameters
  • Position, orientation, scale, etc.
  • Parameter modification
  • NPR effects
  • Depend on parameter setting style
  • Variety of visual representation

27
Strokes type rendering
  • Worm-like rendering solid
  • Colored sprites
  • Texture atlas
  • Input to stroke-based style
  • Color addition from solid
  • Frame construction
  • A plane passes through the cube
  • By compositing sprite for each solidintersecting
    the plane

28
Strokes type rendering
  • A girl catching ball
  • Standard painterly rendering
  • An exploding fireball
  • Rounded texture sprite

29
Voronoi cell rendering
  • Previous ways problem
  • Shower door effect
  • Little temporal coherence
  • In our work
  • Worm-like solid
  • Sampling position, velocity of trajectory
  • Tangent line
  • Drawing cone for each line

30
Voronoi cell rendering
  • ? Seed movement effect

? use second texture
31
Shard and mosaic rendering
  • Shard-like rendering solids
  • Runtime modification
  • Zooming shards (scaling)
  • Cutting line moving
  • Multiple texturing
  • Mosaic representation
  • Photo-mosaic style
  • Spatial, temporal offset
  • Shard rotation, zooming

32
Shard rendering results
  • Simultaneous capture of two videos
  • Photo mosaic style

33
Abstract tiling style
  • KD-tree based rendering solid
  • Colorful, rectangular composition
  • Color of cells average
  • Runtime-modification
  • Color remapping, traversal depth, etc.

34
Performance notes
  • System
  • CPU P4 1.7Ghz
  • RAM 512MB
  • VGA GeForce3
  • Performance notes
  • NPR style
  • 50 and 200 frames/sec
  • Worm-like solid filling following flow
  • 2 minutes for 640x480 size of 300 frames
  • Preprocessing of sampling parameters
  • 20 minutes for 300 frames
  • Summed-area-table
  • A few seconds

35
Conclusion and future work
36
Conclusion
  • A new framework for stylized rendering of video
  • Space-time volume of image data
  • Rendering solid
  • Three benefits
  • Local choice
  • Flexibility
  • New visual style

37
Future work
  • Better support for multiple simultaneous video
    cubes
  • Applying rendering solids to data visualization
  • Applying rendering solids to higher-D
    approximations of the plenoptic function
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