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Image-Based Visual Hulls

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rank reference-image texture from 'best' to 'worst' according to angle, take ... Four calibrated and triggered digital cameras ... – PowerPoint PPT presentation

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Title: Image-Based Visual Hulls


1
Image-Based Visual Hulls
  • Paper by Wojciech Matusik, Chris Buehler, Ramesh
    Raskar,Steven J. Gortler and Leonard McMillan
  • http//graphics.lcs.mit.edu/wojciech/vh/
  • Vortrag von Simon Dellenbach
  • GDV Fachseminar 2001

2
Overview (1)
  • Motivation
  • Basics
  • Viewpoint Model
  • Visual Hull
  • Epipolar Geometry
  • Creating Image-Based Visual Hulls

3
Overview (2)
  • Rendering IBVH
  • System Implementation
  • Summary Results
  • Future Work
  • Personal Opinion

4
Motivation (1)
  • Traditional computer graphics, rendering..
  • static synthetic scenes (CG Images)
  • dynamic synthetic scenes (CG Animations)
  • static acquired scenes (Image-Based Rendering)
  • Acquire and render dynamic scenes in real-time
  • appropriate representation
  • rendering system

5
Motivation (2)
6
Viewpoint Model - Basics (1)
7
Visual Hull - Basics (2)
  • Geometric shape obtained using silhouettes of
    object seen from number of views
  • extruded silhouette cone-like volume limiting
    the extent of object
  • intersection of volumes results in a visual hull
  • more views ? better approximation of object
  • limitation concavities cant be captured(e.g.
    an open box looks like a solid cube)

8
Visual Hull - Basics (3)
9
Epipolar Geometry - Basics (4)
  • The tree points COP1,COP2,P form an epipolar
    plane
  • Intersection of this plane with image planes
    results in epipolar lines
  • The line connecting the two centers of projection
    COP1,COP2 intersects the image planes at the
    conjugate points e1 and e2 which are called
    epipoles

10
Epipolar Geometry - Basics (5)
11
Creating Image-Based Visual Hulls (1)
  • Algorithm input
  • set of k silhouettes (binary images) with
    associated viewpoints
  • desired viewpoint (in this case, constructed
    visual hull is viewpoint-dependent)
  • Algorithm output
  • sampled image of the visual hull, each pixel
    containing a list of occupied intervals of space

12
Creating Image-Based Visual Hulls (2)
  • The Basic Algorithm
  • cast ray into space for each pixel in the desired
    view of the visual hull
  • intersect ray with the k silhouette cones? k
    lists of intervals intersect together? single
    list of intersections of the viewing ray with the
    visual hull

13
Creating Image-Based Visual Hulls (3)
14
Creating Image-Based Visual Hulls (4)
  • Trick due to Epipolar Geometry interval
    calculation can be done in image space of
    reference images
  • 3D intersecting silhouette cone with viewing ray
  • 2D intersecting projected viewing ray with
    silhouette

15
Creating Image-Based Visual Hulls (5)
16
Rendering IBVH (1)
  • Reference images are used as textures
  • For each pixel
  • rank reference-image texture from best to
    worst according to angle, take reference with
    lowest
  • avoid texturing surface points with an image
    whose line-of-sight is blocked by some other
    point of the visual hull
  • consider visibility during shading based on
    visual hull (not actual geometry)

17
Rendering IBVH (2)
18
Rendering IBVH (3)
19
System Implementation (1)
  • Four calibrated and triggered digital cameras
  • One desktop PC per camera for capturing and
    pre-processing video frames (image segmentation)
  • Silhouette and texture information sent to
    central server for IBVH processing

20
System Implementation (2)
  • Server runs IBVH intersection and shading
    algorithms
  • IBVH objects can be combined with OpenGL
    background
  • System runs in real time with heavy
    optimization (like caching strategies for
    silhouette intersection)

21
System Implementation (3)
22
Summary Results
  • Use visual hull as object shape approximation
  • Using silhouette information from reference views
    to generate view dependent visual hull
  • Reference images are used as textures
  • Results
  • Videoclips

23
Future Work
  • Find Techniques for blending between textures to
    produce smoother transitions
  • Scale up system by using larger number of cameras
  • Split workload on multiple servers, as algorithm
    parallelizes fairly much
  • Speed up viewing ray silhouette intersections
    (most expensive part of the computation)

24
Personal Opinion (1)
  • Pros
  • simple technique / low-cost hardware
  • image-based representation partially compensates
    simplification problems
  • epipolar geometry reduces 3D-intersection
    problems to 2D-intersections

25
Personal Opinion (2)
  • Cons
  • texture flipping during viewpoint transitions
    produces ugly results
  • shadows are considered as part of the object
  • preprocessing is really expensive(85 ms for
    image foreground segmentation)

26
The End
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  • If there are no questions,there wont be any
    answers.

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