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16
What is an Unstructured Lumigraph? How does Unstructured Lumigraph rendering work? How can we do this in hardware?
Input Data
Unstructured set of photos (with calibration information and camera positions)
Proxy Geometry
Requirements
Render interpolated views of the scene
Rendering
For each pixel of the output image, compute a blending of the input images. First, compute view ray by intersecting with proxy geometry, then find k-best input images.
For each input image , compute the angle difference at the intersection point.
We denote by the angle difference of the k-best camera. Now, we can compute the color contribution of each image as
and normalizing
To improve consistency, we can emphasize weights where the angle is very small, e.g.:
Hardware Implementation
Tessellate screen with a triangle grid. Insert into this grid:
Compute blending weights for triangle vertices. Render each triangle several times (at least , at most times) with the appropriate textures and additive blending.
Unstructured set of photos (with calibration information and camera positions)
Proxy Geometry
Requirements
Render interpolated views of the scene
- in real time
- with no pre-processing or re-sampling of the input images
- with smooth interpolation as the camera moves through the scene
- consistent (reproduce source image if desired viewpoint matches)
Rendering
For each pixel of the output image, compute a blending of the input images. First, compute view ray by intersecting with proxy geometry, then find k-best input images.
For each input image , compute the angle difference at the intersection point.
We denote by the angle difference of the k-best camera. Now, we can compute the color contribution of each image as
and normalizing
To improve consistency, we can emphasize weights where the angle is very small, e.g.:
Hardware Implementation
Tessellate screen with a triangle grid. Insert into this grid:
- Edges of the proxy geometry (here are discontinuities)
- Epipolar points of the cameras (we want the image to be consistent there)
Compute blending weights for triangle vertices. Render each triangle several times (at least , at most times) with the appropriate textures and additive blending.
Flashcard info:
Author: janisborn
Main topic: Informatik
Topic: Computergrafik
School / Univ.: RWTH Aachen
City: Aachen
Published: 18.05.2022