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This work presents a novel approach to real-time acquisition and rendering of dynamic scenes through image-based visual hulls. Building on previous methods such as Visual Hull and Volume Carving, our contributions include a view-dependent representation of visual hulls and efficient algorithms for sampling and computing visibility. The proposed system achieves robust and efficient computation, enabling real-time applications. This advancement is crucial for dynamic environments, enhancing interactive graphics and immersive experiences.
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Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillanMassachusetts Institute of TechnologyLaboratory for Computer Science Ramesh Raskar University of North Carolinaat Chapel HillSteven J. GortlerHarvard University
Motivation Real-time acquisition and rendering of dynamic scenes
Previous Work • Virtualized Reality (Rander’97, Kanade’97, Narayanan’98) • Visual Hull (Laurentini’94) • Volume Carving (Potmesil’87, Szeliski’93, Seitz’97) • CSG Rendering (Goldfeather’86, Rappoport’97) • Image-Based Rendering (McMillan’95, Debevec’96, Debevec’98)
Contributions • View-dependent image-based visual hull representation • Efficient algorithm for sampling the visual hull • Efficient algorithm computing visibility • A real-time system
background + foreground background foreground - = Why use a Visual Hull? • Can be computed robustly • Can be computed efficiently
Rendering Visual Hulls Reference 2 Reference 1 Desired
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Image-Based Computation Reference 1 Desired Reference 2
Observation • Incremental computation along scanlines Desired Reference
Binning • Sort silhouette edges into bins Epipole
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IBVH Results • Approximately constant computation per pixel per camera • Parallelizes • Consistent with input silhouettes
Shading Algorithm • A view-dependent strategy
Visibility in 2D Desired view Reference view
Visibility in 2D Front-most Points Desired view Reference view
Visibility in 2D Visible Desired view Reference view
Visibility in 2D Coverage Mask Desired view Reference view
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