CPSC 641 Computer Graphics: Image-based Rendering (cont.). Jinxiang Chai. Outline. Light field rendering Plenoptic sampling (light field sampling) 3D light field (concentric mosaics) Others. Review: Plenoptic Sampling. Q: How many images are needed for
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Review: Plenoptic Sampling • Q: How many images are needed for • anti-aliased light field rendering? • A: formulate this as high-dimensional signal (4D Plenoptic function) reconstruction and sampling problem
3D Plenoptic Function • Image/panorama is 2D • Light field/lumigraph is 4D • What happens to 3D?
3D Plenoptic Function • Image/panorama is 2D • Light field/lumigraph is 4D • What happens to 3D? • - 3D light field subset • - Concentric mosaic [Siggraph99]
3D light field • One row of s,t plane • i.e., hold t constant s,t u,v
3D light field • One row of s,t plane • i.e., hold t constant • thus s,u,v • a “row of images” s u,v
Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays?
Concentric mosaics From above object (s,t) interpolation plane What’s the optimal interpolation radius? How to retrieve the closest rays?
Concentric mosaics From above object (s,t) interpolation plane What’s the optimal interpolation radius? 2rminrmax/(rmin+rmax) How to retrieve the closest rays?
Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays?
Concentric mosaics From above object (s,t) interpolation plane How to retrieval the closest rays?
Concentric mosaics From above object (s,t) interpolation plane How to retrieval the closest rays?
Concentric mosaics From above object (s,t) interpolation plane How to synthesize the color of rays?
Concentric mosaics From above object (s,t) interpolation plane How to synthesize the color of rays? - bilinear interpolation
Concentric mosaics • What are limitations? • - limited rendering region? • - large vertical distortion
Concentric mosaics • What are limitations? • - limited rendering region? • - large vertical distortion
2.5 D representation • Image is 2D • Light field/lumigraph is 4D • 3D • - a subset of light field • - concentric mosaics • 2.5D • - layered depth image [Shade et al, SIGGRAPH98] • - view-dependent surfaces
Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image • - Incremental in X and Y • Guaranteed to be in back-to-front order • - Forward warping one pixel with depth
Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image • - Incremental in X and Y • Guaranteed to be in back-to-front order • - Forward warping one pixel with depth
Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image How to deal with occlusion/visibility problem? • - Incremental in X and Y • Guaranteed to be in back-to-front order • - Forward warping one pixel with depth
How to form LDIs • Synthetic world with known geometry and texture • - from multiple depth images • - modified ray tracer • Real images • - reconstruct geometry from multiple images (e.g., • voxel coloring, stereo reconstruction) • - form LDIs using multiple images and • reconstructed geometry
2.5 D representation • Image is 2D • Light field/lumigraph is 4D • 3D • - a subset of light field • - concentric mosaics • 2.5D • - layered depth image [Shade et al, SIGGRAPH98] • - view-dependent surfaces