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Rendering with Concentric Mosaics. Heung – Yeung Shum and Li – Wei He. Presentation By: Jonathan A. Bockelman. Agenda. A general description of concentric mosaics Rendering concentric mosaics Capturing concentric mosaics Some examples
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Rendering with Concentric Mosaics Heung – Yeung Shum and Li – Wei He Presentation By: Jonathan A. Bockelman
Agenda • A general description of concentric mosaics • Rendering concentric mosaics • Capturing concentric mosaics • Some examples • Issues that still need to be resolved and future plans • A brief demo
Boo! Yay! Rendering Made Easy... Sort of • Problems with traditional rendering schemes • The appeal of image-based modeling and rendering • The plenoptic function
What is a Concentric Mosaic? • “A manifold mosaic” • A 3D plenoptic: radius, rotation angle, and vertical elevation • A 3D image built from a series of 360° slit images
Rendering a Novel View • Any point within the outermost circle can be the viewpoint • Rays tangent to the camera paths are used • Bilinear interpolation between neighboring mosaics can also be used
The Problem of Non-Planar Rays • Rays off the plane need to be approximated • Objects assumed to have an infinite depth • Vertical distortion is created
The Need for Depth Correction • Depth correction can fix the vertical distortion • 3 types of depth correction exist
Full Perspective Correction • Individual corrections are made for each pixel • Exact depths of objects are necessary • Hole-filling problems are a complication • Excellent results are seen in synthetic scenes
Weak Perspective Correction • Corrections are made for each vertical line • Estimated depths are calculated • Vertical distortions can occur
Constant Depth Approximation • A constant depth is used • Users can control the assumed depth • Vertical distortions are produced if the wrong depth is given
Consequences of a 3D function • Vertical parallax is not captured • Much smaller data sets are required • Users can move in a circular region
Synthetic Mosaics • 3D Studio Max can be used • Images are cut into slits • Depth values for each pixel can be found • Sampling is a bit tricky
How NOT to Do Real World Scenes • A series of single-slit cameras on a rotating beam • A single camera that can slide along a beam
The Lone Camera • A single off-centered camera sits on a rotary table • Regular images are taken • Multiple concentric mosaics can be recreated from one image
Ideal Solution • A single camera can produce distortion • A few tangential cameras along a beam can correct the problem
How the Pros Do It • An single ordinary digital video camera is used with a rotary table • The camera faces radially outward • 1351 frames are captured in 90 seconds • The system is incredibly simple and efficient
The Lobby Scene 3 concentric mosaics from a lobby scene
Occlusion is captured. Occlusion
Horizontal parallax is simulated quite well. Horizontal Parallax
Spectacular lighting effects are easy to create. Lighting and Glare
Constant Depth Correction Revisited • Aspect ratios are maintained at the chosen depth • Objects at other depths are distorted
Point vs. Bilinear Sampling • Point sampling is twice as fast, but image quality is lower • Bilinear sampling is slower, but images are much smoother
Compression • Since adjacent frames are very similar, a majority of the data can be compressed. • Vector quantization and entropy coding allow the 415Mb original video to be shrunk to 16Mb. • MPEG4 compression can reduce the data size to 640k, but blocky artifacts are created.
Why Use Concentric Mosaics? • Quick and easy image capture • Parallax and specular highlights are preserved • Much smaller data sets than Lumigraphs • No messy geometry and lighting • User interaction is automatically incorporated
Future Endeavors • Correcting vertical distortion • Increasing the region of motion • Improving compression ratios