Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink...
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![Page 1: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/1.jpg)
Jan. 19, 1999CS260 Winter 1999-Wittenbrink, lect. 51
CS 260 Computer Graphics
Craig M. WittenbrinkLecture 5: Image Based Rendering Techniques: Shade et al., Wittenbrink et al.
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CS260 Winter 1999-Wittenbrink, lect. 5 2Jan. 19, 1999
Overview
• Intro to Warping• Shade et al.
– Sprites with depth– Layered depth images
• SIGGRAPH’98 Videos• Wittenbrink et al.
– Karhunen-Loeve Transform– 2D texture mapping from satellite images
• Conclusions
![Page 3: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/3.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 3Jan. 19, 1999
Intro to Warping
• Geometric Transformations– Castelman, Chapter 8, page 115– Gonzalez and Woods, Section 5.9, page 296– G. Wolberg. Digital Image Warping, Computer
Society Press, 1988.– Wittenbrink and Somani, 2D&3D Optimal Parallel
Image Warping• Two aspects:
– 1) Algorithm that defines spatial transformation for image pixels
– 2) Algorithm for gray-level interpolation
y
xT
y
x
![Page 4: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/4.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 4Jan. 19, 1999
Warping cont.
• Spatial transformation examples
• Rotation(counter)
• Translation
• Scaling (shrink)– (expand)
y
x
y
x
cossin
sincos
1100
10
01
1
y
x
t
t
y
x
y
x
1100
00
00
1
y
x
s
s
y
x
y
x
Homogeneouscoordinate
![Page 5: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/5.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 5Jan. 19, 1999
Warping cont.
• Numerous methods to calculate include:– Forwards (Pixel Carryover)[splatting]– Backwards (Pixel Filling)[ray casting]
• Backwards is often more practicalT
T-1
Input imageOutput image
T
T-1
Interpolatefrom surroundingpixels
![Page 6: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/6.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 6Jan. 19, 1999
Warping/Interpolation
• Types of interpolation• 1) zero-order, or nearest neighbor• 2) first-order, or bilinear
dcxybyaxyxf ),(
Bilinear term
Zero-order hold bilinear
quadratic cubic
Zero-order holdBilinear
![Page 7: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/7.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 7Jan. 19, 1999
Shade et al.
• Goal is to create parallax and remove disocclusions
• Sprites with depth– Improve over just affine warps
• Layered-Depth Images (LDI)– faster than Max
![Page 8: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/8.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 8Jan. 19, 1999
Shade et al./ Texture mapping as IBR?
• Texture mapping is the most familiar image-based rendering method
• Two main challenges with texture mapping– 1) sample rate of texture and scene are vastly
different– 2) texture mapping is compute and bandwidth
intensive• Implications
– 1) Antialiasing for textures is difficult– 2) Texture mapping is key focus for hardware 3D
graphics design
![Page 9: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/9.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 9Jan. 19, 1999
Shade et al. / Big Picture of IBR
• Grab bag of Image-based rendering primitives (from back to front, see Fig. 1)– 1) Environment map– 2) Planar sprites– 3) Sprites with depth– 4) Layered-depth image (LDI)– 5) Polygons
Camera Center forLDI and Sprites withdepth
Viewing Region
![Page 10: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/10.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 10Jan. 19, 1999
Shade et al. / Epipolar Geometry
• Output camera and input camera define epipolar point
• Back-to-front ordering defined
Epipolar Point
Layered DepthImageCamera
OutputCamera
![Page 11: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/11.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 11Jan. 19, 1999
Shade et al. / Sprites with Depth, Transformations
• 3D Plane equation computed for sprite Z
• d1 is scaled perpendicular distance to plane• Add a displacement per pixel of sprite,
resulting transfer function transform sprite coord to output image coord
1
ˆ1
1
11
11
11
Z
Y
X
C
w
dw
yw
xw
Note: d1 for z
2,111
1
2,1
2
22
22
1
edy
x
H
w
yw
xw
Eq 2
Eq 4
![Page 12: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/12.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 12Jan. 19, 1999
Sprite with depth, cont.transformation from sprite to image
• d1’s - depth with sprite• H1,2 - 2D planar perspective transformation• (x2,y2) - coordinate in output camera image• (x1,y1) - sprite’s coordinates• e1,2 - epipole (from 3rd column of T1,2)
2,111
1
2,1
2
22
22
1
edy
x
H
w
yw
xw
Layered DepthImageCamera
OutputCamera
sprite
)1,,,( 111 dyx
2,1e
2,1T
),( 22 yx
1122,1
ˆˆ CCT
![Page 13: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/13.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 13Jan. 19, 1999
Forward Mapping/Splatting
• Eq 4, forward map sprite pixels to output image
• Or, Interchange 1 & 2 indices– both cameras are “views” and epipole is the same
• Now forward map displacements, and use EQ 4 with interchanged indices to do backward mapping with new view based displacements
2,111
1
2,1
2
22
22
1
edy
x
H
w
yw
xw
![Page 14: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/14.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 14Jan. 19, 1999
Factoring warping equation
• Create intermediate space between d1 (sprite) and d2 (output image) or d3
d1’s, sprite
d3’s forward warped
d2’s backward warp
C2, backwards warpfor colors(EQ 4 reversed)
(EQ6)(EQ5)
Output image
Sprite2,1
*11
1
3
33
33
1
edy
x
w
yw
xw
13
3
2,1
2
22
22
y
x
H
w
yw
xw
1,222
2
1,2
1
11
11
1
edy
x
H
w
yw
xw
Step 1, forward map
Step 2a, backward map
Step 2b, backward map
![Page 15: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/15.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 15Jan. 19, 1999
Factoring warping equationMore efficient
• Shortcut d3 conversion to d2• And, can be even faster by skipping d1 to d3
transformd1’s, sprite
d3’s forward warped
d2’s backward warp
(EQ6)(EQ5)
Output image
Sprite(x2,y2)
1,233333
33
1
11
11
),(
1
eyxdyw
xw
w
yw
xw
1,211133
33
1
11
11
),(
1
eyxdyw
xw
w
yw
xw
shortcut
Even faster (approximate)
![Page 16: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/16.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 16Jan. 19, 1999
Warping by lookup table
• Can precompute warp factor and store in lookup table
),(
),(
333
333
3
3
1
1
yxv
yxu
y
x
y
x Eq 9
![Page 17: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/17.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 17Jan. 19, 1999
Sprites with depth results
No parallax
Incorrectusing d1
Correctd3 used
Better gapfilling
Lessslantedpyramid
Perspectiveprojection
Pure parallax
Both parallaxand perspective
Original colorand depth
Reproduced from Shade et al. Copyright SIGGRAPH’98
![Page 18: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/18.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 18Jan. 19, 1999
Extracted Sprites with DepthInteractive 3DGraphics Symposium
• 5 images used
Fig. 4 reproducedfrom Shade et al.Copyright SIGGRAPH’98and Dayton Taylor
1 of 5images
6 layer segmentation Recovered depth map
5 layer sprites Residual depthimage for fifthlayer
Resynthesized3rd image
2 novel views
![Page 19: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/19.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 19Jan. 19, 1999
Extracted Sprites
• Novel view with residual depth
Fig 4 h
Fig. 4 reproducedfrom Shade et al.Copyright SIGGRAPH’98and Dayton Taylor
![Page 20: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/20.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 20Jan. 19, 1999
Layered Depth Images (LDI’s)
• Attempt to handle more disocclusions and large amounts of parallax
• contains potentially multiple depth pixels per pixel location
• Farther pixels help to fill holes (disocclusions)• Use linked during construction, and packed for
rendering
Fig. 5 reproduced from Shadeet al. Copyright SIGGRAPH ‘98
![Page 21: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/21.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 21Jan. 19, 1999
Creation of LDI’s
• 1a)Use synthetic ray tracer that provides depth per pixel
• 1b) Or scan conversion and read z-buffer– Choose one camera position as LDI camera and
warp images to that camera• 2)Use Less regular sampling with ray tracer
– which rays to choose?• 3)Or use Computer Vision from multiple
images– Modified Seitz and Dyer algorithm, view centered
voxelization
![Page 22: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/22.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 22Jan. 19, 1999
Reconstruction
• Common events:• 1) disocclusions as viewpoint changes• 2) surfaces that cover large areas of the screen
• Define an LDI from each cube face (they don’t appear to actually do this)
Cube of possible newviewpoints
![Page 23: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/23.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 23Jan. 19, 1999
Creation with ray caster cont.
• Parametrize the rays• Use cosine weighted direction over the
hemisphere• use Stratified Stochastic sampling• divide uniformly into NxNxNxN strata• for each stratum cast m rays• N=32, m=16, gives 32^4*16=16million
![Page 24: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/24.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 24Jan. 19, 1999
Sampling with ray caster
• Main point, get lots of rays to cover many viewpoints
• Rays are in all directions
![Page 25: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/25.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 25Jan. 19, 1999
LDI from real images (not that you could tell ;) )
• Seitz and Dyer dinosaur toy
![Page 26: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/26.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 26Jan. 19, 1999
Rendering Layered Depth Images
• Splatting used• Space efficient representation
– pack LDI, bottom-to-top, left-to-right in screen space, and back-to-front along ray
– Store offsets for fast access– 1) beginning of scanline– 2) pixel in scanline
![Page 27: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/27.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 27Jan. 19, 1999
Incremental Warping Computation
• Given 4x4 matrix for LDI view• and 4x4 matrix for desired new view• You can transform a point in the LDI view to
the world coordinates, and then to the new view
11
1
1
112
2
22
22
22
z
y
x
CC
w
wz
wy
wx
C1C2
aAworld
11C
2C
a2
![Page 28: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/28.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 28Jan. 19, 1999
Incremental Warping
• Reuse matrix results by factoring
• New start is simply incremented
depthzstartTzy
x
Tz
y
x
CC
w
wz
wy
wx
12,111
1
2,11
1
1
112
2
22
22
22
0
1
0
0
1
0
1
xincrstartTy
x
Ty
x
Tnewstart
0
0
0
1
1
0
1
0
1
2,11
1
2,11
1
2,1
![Page 29: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/29.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 29Jan. 19, 1999
Rendering of LDI
• For each pixel– For number of layers
– result=start +z1*depth (location)– clip either behind camera or out of frustum– splat (pick appropriate splat size)– increment for next pixel on scanline
• Splat size chosen by projected pixel area approximiation
– Put approximations in lookup table],,[ 12 dnnlookupzsize yx
![Page 30: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/30.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 30Jan. 19, 1999
LDI Rendering Results
LDI’s max 10 layers per pixel, 1.24 average depth complexity300x300 resolution, at 8-10 frames/second on Pentium II, 300 MHz
![Page 31: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/31.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 31Jan. 19, 1999
LDI Rendering Results
Cross eyed stereo pairs. LDI’s from Rayshade raytracer. LDI has 1.1 million depthpixels. 4-10 frames/second on Pentium II @300MHz
![Page 32: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/32.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 32Jan. 19, 1999
LDI Rendering Results
Cross eyed stereo pairs. LDI’s from Rayshade raytracer. LDI has 1.1 million depthpixels. 4-10 frames/second on Pentium II @300MHz
![Page 33: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/33.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 33Jan. 19, 1999
SIGGRAPH’98 VideosImage Based Rendering (24 min.)
• 9: The Office of the Future: …Raskar, Fuchs et al.
• 10: Rendering Synthetic Objects Into Real Scenes: … Debevec
• 11: Multiple-Center-of-Projection Images, Rademacher and Bishop
• 12: Recovering Photometric Properties of Architectural Scenes from Photographs, Uy and Malik
![Page 34: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/34.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 34Jan. 19, 1999
SIGGRAPH’98 VideosImage Based Rendering (cont.)
• 13: Visibility Sorting and Compositing Without Splitting for Image Layer Decomposition, Snyder and Lengyel
• 14: Layered Depth Images, Shad, Gortler, He, and Szeliski
![Page 35: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/35.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 35Jan. 19, 1999
Wittenbrink et al.
• SPIE’96 35 mm slides• Feature extraction of clouds from GOES satellite data for integrated
model measurement visualization, Craig M. Wittenbrink, Glen Langdon, Jr., and Gabriel Fernandez, In Proceedings of IS&T/SPIE Symposium on Electronic Imaging: Image and Video Processing IV 1996, Vol. 2666, pages 212-222, R. Stevenson and M.I. Sezan, San Jose, CA 1996.
• www.cse.ucsc.edu/research/slvg/cloud.html
![Page 36: Jan. 19, 1999 CS260 Winter 1999-Wittenbrink, lect. 5 1 CS 260 Computer Graphics Craig M. Wittenbrink Lecture 5: Image Based Rendering Techniques: Shade.](https://reader036.fdocuments.in/reader036/viewer/2022062519/56649d5d5503460f94a3be10/html5/thumbnails/36.jpg)
CS260 Winter 1999-Wittenbrink, lect. 5 36Jan. 19, 1999
Conclusions
• Shade et al.– Sprites with depth– Layered depth images
• SIGGRAPH’98 Videos: • Wittenbrink et al.
– Karhunen-Loeve Transform– 2D texture mapping from satellite images
• Next time: Seitz and Dyer “Photorealistic Scene Reconstruction by Voxel Coloring” CVPR’97
• Conclusions