193 research outputs found

    Survey of image-based representations and compression techniques

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    In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. 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. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio

    Image-Based Rendering Of Real Environments For Virtual Reality

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    An object-based compression system for a class of dynamic image-based representations

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    S P I E Conference on Visual Communications and Image Processing, Beijing, China, 12-15 July 2005This paper proposes a new object-based compression system for a class of dynamic image-based representations called plenoptic videos (PVs). PVs are simplified dynamic light fields, where the videos are taken at regularly spaced locations along line segments instead of a 2-D plane. The proposed system employs an object-based approach, where objects at different depth values are segmented to improve the rendering quality as in the pop-up light fields. Furthermore, by coding the plenoptic video at the object level, desirable functionalities such as scalability of contents, error resilience, and interactivity with individual IBR objects can be achieved. Besides supporting the coding of the texture and binary shape maps for IBR objects with arbitrary shapes, the proposed system also supports the coding of gray-scale alpha maps as well as geometry information in the form of depth maps to respectively facilitate the matting and rendering of the IBR objects. To improve the coding performance, the proposed compression system exploits both the temporal redundancy and spatial redundancy among the video object streams in the PV by employing disparity-compensated prediction or spatial prediction in its texture, shape and depth coding processes. To demonstrate the principle and effectiveness of the proposed system, a multiple video camera system was built and experimental results show that considerable improvements in coding performance are obtained for both synthetic scene and real scene, while supporting the stated object-based functionalities.published_or_final_versio

    On object-based compression for a class of dynamic image-based representations

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    An object-based compression scheme for a class of dynamic image-based representations called "plenoptic videos" (PVs) is studied in this paper. PVs are simplified dynamic light fields in which the videos are taken at regularly spaced locations along a line segment instead of a 2-D plane. To improve the rendering quality in scenes with large depth variations and support the functionalities at the object level for rendering, an object-based compression scheme is employed for the coding of PVs. Besides texture and shape information, the compression of geometry information in the form of depth maps is also supported. The proposed compression scheme exploits both the temporal and spatial redundancy among video object streams in the PV to achieve higher compression efficiency. Experimental results show that considerable improvements in coding performance are obtained for both synthetic and real scenes. Moreover, object-based functionalities such as rendering individual image-based objects are also illustrated. © 2005 IEEE.published_or_final_versio

    Object-based coding for plenoptic videos

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    A new object-based coding system for a class of dynamic image-based representations called plenoptic videos (PVs) is proposed. PVs are simplified dynamic light fields, where the videos are taken at regularly spaced locations along line segments instead of a 2-D plane. In the proposed object-based approach, objects at different depth values are segmented to improve the rendering quality. By encoding PVs at the object level, desirable functionalities such as scalability of contents, error resilience, and interactivity with an individual image-based rendering (IBR) object can be achieved. Besides supporting the coding of texture and binary shape maps for IBR objects with arbitrary shapes, the proposed system also supports the coding of grayscale alpha maps as well as depth maps (geometry information) to respectively facilitate the matting and rendering of the IBR objects. Both temporal and spatial redundancies among the streams in the PV are exploited to improve the coding performance, while avoiding excessive complexity in selective decoding of PVs to support fast rendering speed. Advanced spatial/temporal prediction methods such as global disparity-compensated prediction, as well as direct prediction and its extensions are developed. The bit allocation and rate control scheme employing a new convex optimization-based approach are also introduced. Experimental results show that considerable improvements in coding performance are obtained for both synthetic and real scenes, while supporting the stated object-based functionalities. © 2006 IEEE.published_or_final_versio

    Efficient image-based rendering

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    Recent advancements in real-time ray tracing and deep learning have significantly enhanced the realism of computer-generated images. However, conventional 3D computer graphics (CG) can still be time-consuming and resource-intensive, particularly when creating photo-realistic simulations of complex or animated scenes. Image-based rendering (IBR) has emerged as an alternative approach that utilizes pre-captured images from the real world to generate realistic images in real-time, eliminating the need for extensive modeling. Although IBR has its advantages, it faces challenges in providing the same level of control over scene attributes as traditional CG pipelines and accurately reproducing complex scenes and objects with different materials, such as transparent objects. This thesis endeavors to address these issues by harnessing the power of deep learning and incorporating the fundamental principles of graphics and physical-based rendering. It offers an efficient solution that enables interactive manipulation of real-world dynamic scenes captured from sparse views, lighting positions, and times, as well as a physically-based approach that facilitates accurate reproduction of the view dependency effect resulting from the interaction between transparent objects and their surrounding environment. Additionally, this thesis develops a visibility metric that can identify artifacts in the reconstructed IBR images without observing the reference image, thereby contributing to the design of an effective IBR acquisition pipeline. Lastly, a perception-driven rendering technique is developed to provide high-fidelity visual content in virtual reality displays while retaining computational efficiency.Jüngste Fortschritte im Bereich Echtzeit-Raytracing und Deep Learning haben den Realismus computergenerierter Bilder erheblich verbessert. Konventionelle 3DComputergrafik (CG) kann jedoch nach wie vor zeit- und ressourcenintensiv sein, insbesondere bei der Erstellung fotorealistischer Simulationen von komplexen oder animierten Szenen. Das bildbasierte Rendering (IBR) hat sich als alternativer Ansatz herauskristallisiert, bei dem vorab aufgenommene Bilder aus der realen Welt verwendet werden, um realistische Bilder in Echtzeit zu erzeugen, so dass keine umfangreiche Modellierung erforderlich ist. Obwohl IBR seine Vorteile hat, ist es eine Herausforderung, das gleiche Maß an Kontrolle über Szenenattribute zu bieten wie traditionelle CG-Pipelines und komplexe Szenen und Objekte mit unterschiedlichen Materialien, wie z.B. transparente Objekte, akkurat wiederzugeben. In dieser Arbeit wird versucht, diese Probleme zu lösen, indem die Möglichkeiten des Deep Learning genutzt und die grundlegenden Prinzipien der Grafik und des physikalisch basierten Renderings einbezogen werden. Sie bietet eine effiziente Lösung, die eine interaktive Manipulation von dynamischen Szenen aus der realen Welt ermöglicht, die aus spärlichen Ansichten, Beleuchtungspositionen und Zeiten erfasst wurden, sowie einen physikalisch basierten Ansatz, der eine genaue Reproduktion des Effekts der Sichtabhängigkeit ermöglicht, der sich aus der Interaktion zwischen transparenten Objekten und ihrer Umgebung ergibt. Darüber hinaus wird in dieser Arbeit eine Sichtbarkeitsmetrik entwickelt, mit der Artefakte in den rekonstruierten IBR-Bildern identifiziert werden können, ohne das Referenzbild zu betrachten, und die somit zur Entwicklung einer effektiven IBR-Erfassungspipeline beiträgt. Schließlich wird ein wahrnehmungsgesteuertes Rendering-Verfahren entwickelt, um visuelle Inhalte in Virtual-Reality-Displays mit hoherWiedergabetreue zu liefern und gleichzeitig die Rechenleistung zu erhalten

    Improved methods for object-based coding of plenoptic videos

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    2005 International Symposium on Intelligent Signal Processing and Communication Systems (ISPACS 2005), Hong Kong, 13-16 December 2005Plenoptic videos (PVs) are a class of dynamic image-based representations, where the videos are taken at regularly spaced locations along a line. To yield the better rendering quality in scenes with large depth variations and support the functionalities at the object level for rendering, an object-based coding scheme is employed for the coding of PVs. Upon this object-based coding framework, the paper studies the improved coding methods for the texture and depth coding to achieve better compression efficiency. Experimental results show that considerable improvements in texture coding performance are obtained for both synthetic and real scenes. The improved depth coding quality is also illustrated. © 2005 IEEE.published_or_final_versio
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