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Project - Active Image-Based Rendering
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Image-based rendering
(IBR) is a hot research area where computer graphics, computer vision and signal
processing meet together. Originated from the computer graphics field, much work
has been done on how to render virtual images from the captured ones.
Representative approaches are lightfield, lumigraph, concentric mosaics,
unstructured lumigraph, etc.
However, much less work
has been reported in the capturing aspect. In this project, we want to study how
we can capture the scene more efficiently. Our approach is a combination of
algorithms in different fields, which is challenging but very
interesting.
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The color consistency criterion
Active IBR is based on
one simple criterion: the color consistency criterion. For Lambertian scenes,
color consistency criterion verifies that light rays from the same object
surface point should have the same color (intensity). For a non-Lambertian scene
but not highly specular, we define the color consistency criterion as: light
rays from the same surface point should have the same color, as long as their
angles of emission are close enough.
Estimate the rendering quality
Assume we have some
volumetric model of the scene. For each voxel, we may verify its color
consistency as follows: project it to all the images, and see how consistent
their colors or intensities are. Since scene may be non-Lambertian, the
consistency verification may be performed neighborhood by neighborhood.
Geometry reconstruction
Many algorithms exist
for reconstructing the volumetric model. Recently the work by Seiz and Dyer on
voxel coloring is very interesting and is applied in our system.
The system working flow
The active IBR working
flow is as follows. We start the algorithm by capturing an initial set of
images uniformly. We then apply voxel coloring algorithm to obtain a 3D voxel
model. With the voxel model and the color consistency criterion, we can locate
which neighborhood to split with the rendering quality estimator. After the
splitting, we may continue capturing new images or applying voxel coloring again
for geometry refinement (Since the computation of voxel coloring is heavy, we
may prefer to do it for every several capturing steps). The whole process loops
until the maximum number of images is reached, or all the images have been color
consistent.
Examples
We experiment active IBR
on different setup. In a computer-simulated environment, we implemented a
lightfield-like setup, where the capturing cameras are on a plane. In a real
system, we use a inward-looking concentric mosaics. There are some video clips
in the downloads session that shows the idea. Two
snap shots are shown below:

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C. Zhang and T. Chen, "Surface Plenoptic
Function: Spectral Analysis for Image-Based Rendering", submitted to CVPR2003,
Madison, Wisconsin, USA, June, 2003.
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C. Zhang and T. Chen, "Surface Plenoptic
Function: A Tool For the Sampling Analysis of Image-Based Rendering",
submitted to ICASSP2003, Hong Kong, China, April 2003.
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C. Zhang and T. Chen, "On Generalized
Sampling on Image-Based Rendering Data", ICASSP2003, Hong Kong,
China, April 2003.
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C.
Zhang and T. Chen, "Spectral Analysis for Image-Based Rendering Data",
revised and re-submitted to IEEE
Trans. on CSVT Special Issue on Image-based Modeling, Rendering and
Animation.
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C. Zhang and T. Chen,
"Towards
Optimal Least Square Filters Using The Eigenfilter Approach",
ICASSP 2002. , Orlando, FL, USA, May 2002.
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C. Zhang and T. Chen, "Generalized
Plenoptic Sampling", Carnegie
Mellon Technical Report: AMP01-06.
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- Demo video for computer-simulated
environment active IBR (download,
18.2 MB).
- Demo video for our real capturing system (320x240,
63.5 MB; 160x120, 13.4 MB)
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Any suggestions or
comments are welcome. Please send them to Cha Zhang.
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