Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillan Wojciech Matusik Chris Buehler Leonard McMillan Massachusetts Institute of Technology.

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Presentation transcript:

Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillan Wojciech Matusik Chris Buehler Leonard McMillan Massachusetts Institute of Technology Laboratory for Computer Science Ramesh Raskar Steven J. Gortler University of North Carolina at Chapel Hill Steven J. Gortler Harvard University

Motivation Real-time acquisition and rendering of dynamic scenes

Previous Work Virtualized Reality (Rander’97, Kanade’97, Narayanan’98) Virtualized Reality (Rander’97, Kanade’97, Narayanan’98) Visual Hull (Laurentini’94) Visual Hull (Laurentini’94) Volume Carving (Potmesil’87, Szeliski’93, Seitz’97) Volume Carving (Potmesil’87, Szeliski’93, Seitz’97) CSG Rendering (Goldfeather’86, Rappoport’97) CSG Rendering (Goldfeather’86, Rappoport’97) Image-Based Rendering (McMillan’95, Debevec’96, Debevec’98) Image-Based Rendering (McMillan’95, Debevec’96, Debevec’98)

Contributions View-dependent image-based visual hull representation View-dependent image-based visual hull representation Efficient algorithm for sampling the visual hull Efficient algorithm for sampling the visual hull Efficient algorithm computing visibility Efficient algorithm computing visibility A real-time system A real-time system

What is a Visual Hull?

Why use a Visual Hull? Can be computed robustly Can be computed robustly Can be computed efficiently Can be computed efficiently - =background+foregroundbackgroundforeground

Rendering Visual Hulls Reference 1 Reference 2 Desired

Build then Sample Reference 1 Reference 2 Desired

Build then Sample Reference 1 Reference 2 Desired

Build then Sample Reference 1 Reference 2 Desired

Build then Sample Reference 1 Reference 2 Desired

Build then Sample Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Sample Directly Reference 1 Reference 2 Desired

Direct Sampling Advantages Line interval intersections are robust Line interval intersections are robust Direct sampling gives us exact rendering Direct sampling gives us exact rendering Can be computed efficiently in image space Can be computed efficiently in image space

Image-Based Computation Reference 1 Reference 2 Desired

Observation Incremental computation along scanlines Incremental computation along scanlines Desired Reference

Binning Epipole Sort silhouette edges into bins Sort silhouette edges into bins

Binning Epipole Sort silhouette edges into bins Sort silhouette edges into bins

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 1

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 2 Bin 1

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 3 Bin 1 Bin 2

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 4 Bin 1 Bin 2 Bin 3

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 5 Bin 1 Bin 2 Bin 3 Bin 4

Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 5 Bin 1 Bin 2 Bin 3 Bin 4

Scanning Epipole Bin 1

Epipole Bin 2 Scanning

Epipole Bin 2 Scanning

Epipole Bin 2 Scanning

Epipole Bin 4 Scanning

Epipole Bin 5 Scanning

Coarse-to-Fine Sampling

IBVH Results Approximately constant computation per pixel per camera Approximately constant computation per pixel per camera Parallelizes Parallelizes Consistent with input silhouettes Consistent with input silhouettes

Video of IBVH

Shading Algorithm A view-dependent strategy A view-dependent strategy

Visibility Algorithm

Visibility in 2D Desired view Reference view

Visibility in 2D Desired view Reference view Front-most Points

Visibility in 2D Desired view Reference view Visible

Visibility in 2D Desired view Reference view Coverage Mask

Visibility in 2D Desired view Reference view Coverage Mask Visible

Visibility in 2D Desired view Reference view Coverage Mask Visible

Visibility in 2D Desired view Reference view Coverage Mask VisibleNot

Visibility in 2D Desired view Reference view Coverage Mask

Visibility in 2D Desired view Reference view Coverage Mask Visible

Visibility in 2D Desired view Reference view Coverage Mask

Visibility in 2D Desired view Reference view Coverage Mask VisibleNot

Shaded Visual Hulls

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Trigger Signal

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Compressed video

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Intersection

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Visibility

System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Shading

More IBVH Results

Future Work 3D teleconferencing 3D teleconferencing Virtual sets Virtual sets Post-production camera effects Post-production camera effects Mixed reality Mixed reality

Summary Visual hulls with texture can provide a compelling real-time visualizations Visual hulls with texture can provide a compelling real-time visualizations Visual hulls can be computed accurately and efficiently in image space Visual hulls can be computed accurately and efficiently in image space View dependent shading with visibility View dependent shading with visibility

Acknowledgements DARPA ITO Grant F DARPA ITO Grant F A generous grant from Intel Corporation A generous grant from Intel Corporation NSF Career Awards & NSF Career Awards & Tom Buehler & Kari Anne Kjølass Tom Buehler & Kari Anne Kjølass Thanks to all members of the MIT Computer Graphics Group