Class Project

EE362/PSYCH221: Applied Vision and Imaging Systems (Winter Quarter 2005-2006)

 

Title

Image-Based Rendering using Disparity Compensated Interpolation

 

Submitted by

Aditya Mavlankar

 

 

Introduction:

 

Virtual view synthesis refers to the generation of a view of a scene from an arbitrary or novel view-point. Image-based rendering (IBR) techniques generate a novel view from a set of available images or key views. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. Figure 1 illustrates this idea. Camera number 1 and camera number 2 are real cameras that capture the same scene from different view-points. Also shown is a virtual camera placed at a view-point which is between the two real cameras. The goal is to render a novel view observed by this virtual camera.

Figure 1: Virtual view synthesis.

 

 

A survey of IBR techniques is presented in [1]. This survey classifies IBR techniques into three categories according to how much geometric information is used:

1)      Rendering with explicit geometry (either with approximate or accurate geometry).

2)      Rendering with implicit geometry (i.e., correspondence).

3)      Rendering without geometry.

 

Rendering with explicit geometry:

This category is represented by techniques such as 3-D warping, layered depth image (LDI) rendering, and view-dependent texture mapping. 3-D warping [2] assumes that the depth information is available for every point in one or more images. LDI [3] is an improvement over 3-D warping since it treats the disocclusion artifacts in 3-D warping. LDI, however, assumes the knowledge of what is behind the visible surface. Texture maps can be generated by applying computer vision techniques to captured images. View-dependent texture mapping [4] blends the textures from different view-points after warping them all first to a common surface.

 

Rendering with implicit geometry:

View interpolation [5] and view morphing [6] are the representatives of this category. Methods in this category rely on positional correspondences across a small number of images to render new views. The positional correspondences are typically generated from a sparse set of correspondences (matching points) input by the user. Although geometry is not directly available, 3-D information is computed using the usual projection calculations.

 

Rendering without geometry:

Light field rendering [7] and lumigraph systems [8] are the main techniques in this category. These techniques do not rely on any geometric information, but they rely on oversampling to counter undesirable aliasing effects in output display.

 

 

Goal:

 

The purpose of this project is to come up with a rendering technique which requires no depth information, no correspondence input and works well when the disparity between two views captured by two adjacent cameras is not too high, i.e., the two key images depict the same objects from slightly different view-points. Also it would be good if the computational complexity is bounded by the image resolution (spatial size of the image), rather than the scene complexity. The view-point for the novel view can be anywhere on the line joining the two camera centers.

 

The IBR technique would then be used to generate a video of view-point traversal in a static natural scene. The effect of inserting novel views on the viewing experience would be observed. How many intermediate views are required for a smooth traversal? How sensitive are we to the quality of these intermediate novel views? Can we tolerate the artifacts in the novel views produced by our proposed algorithm?

 

(One famous example of view-point traversal is from the Hollywood movie "Matrix". There is a scene where the actor, Keanu Reeves, ducks to avoid bullets. At this instant, the video freezes in time, so that the dynamic scene becomes static, and then the view-point is changed smoothly to a completely different angle. Once the view-point is changed, the scene becomes dynamic in time again. Note that this special effect entails a very unnatural phenomenon; in the real world, the dynamic scene never freezes for us to change the view-point.)

 

Disparity Compensated Interpolation:

Results and Conclusion:

 

References:

 

[1] H.-Y. Shum, S. B. Kang and S. -C. Chan, "Survey of image-based representations and compression techniques," IEEE Transactions on Circuits and Systems for Video Technology, Vol. 13, No. 11, pp 1020-1037, Nov. 2003.

 

[2] L. McMillan, "An image-based approach to three-dimensional computer graphics," Ph.D. dissertation, Dept. Comput. Sci., Univ. North Carolina, Chapel Hill, NC, 1999.

 

[3] J. Schade, S. Gortler, L. -W. He and R. Szeliski, "Layered depth images," Proc. ACM Annual Computer Graphics Conf., pp. 231-242, Orlando, FL, July 1998.

 

[4] P. E. Debevec, C. J. Taylor and J. Malik, "Modeling and rendering architecture from photographs: A hybrid geometry- and image-based approach," Proc. ACM Annual Computer Graphics Conf., pp. 11-20, Aug. 1996.

 

[5] S. Chen and L. Williams, "View interpolation for image synthesis," Proc. ACM Annual Computer Graphics Conf., pp. 279-288, Aug. 1993.

 

[6] S. M. Seitz and C. M. Dyer, "View morphing," Proc. ACM Annual Computer Graphics Conf., pp. 21-30, New Orleans, LA, Aug. 1996.

 

[7] M. Levoy and P. Hanrahan, "Light field rendering," Proc. ACM Annual Computer Graphics Conf., pp. 31-42, New Orleans, LA, Aug. 1996.

 

[8] S. J. Gortler, R. Grzeszczuk, R. Szeliski, and M. F. Cohen, "The lumigraph," Proc. ACM Annual Computer Graphics Conf., pp. 43-54, New Orleans, LA, Aug. 1996.