6 research outputs found

    Le cinéma omnistéréo ou l'art d'avoir des yeux tout le tour de la tête

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    Cette thèse s'intéresse à des aspects du tournage, de la projection et de la perception du cinéma stéréo panoramique, appelé aussi cinéma omnistéréo. Elle s'inscrit en grande partie dans le domaine de la vision par ordinateur, mais elle touche aussi aux domaines de l'infographie et de la perception visuelle humaine. Le cinéma omnistéréo projette sur des écrans immersifs des vidéos qui fournissent de l'information sur la profondeur de la scène tout autour des spectateurs. Ce type de cinéma comporte des défis liés notamment au tournage de vidéos omnistéréo de scènes dynamiques, à la projection polarisée sur écrans très réfléchissants rendant difficile l'estimation de leur forme par reconstruction active, aux distorsions introduites par l'omnistéréo pouvant fausser la perception des profondeurs de la scène. Notre thèse a tenté de relever ces défis en apportant trois contributions majeures. Premièrement, nous avons développé la toute première méthode de création de vidéos omnistéréo par assemblage d'images pour des mouvements stochastiques et localisés. Nous avons mis au point une expérience psychophysique qui montre l'efficacité de la méthode pour des scènes sans structure isolée, comme des courants d'eau. Nous proposons aussi une méthode de tournage qui ajoute à ces vidéos des mouvements moins contraints, comme ceux d'acteurs. Deuxièmement, nous avons introduit de nouveaux motifs lumineux qui permettent à une caméra et un projecteur de retrouver la forme d'objets susceptibles de produire des interréflexions. Ces motifs sont assez généraux pour reconstruire non seulement les écrans omnistéréo, mais aussi des objets très complexes qui comportent des discontinuités de profondeur du point de vue de la caméra. Troisièmement, nous avons montré que les distorsions omnistéréo sont négligeables pour un spectateur placé au centre d'un écran cylindrique, puisqu'elles se situent à la périphérie du champ visuel où l'acuité devient moins précise.This thesis deals with aspects of shooting, projection and perception of stereo panoramic cinema, also called omnistereo cinema. It falls largely in the field of computer vision, but it also in the areas of computer graphics and human visual perception. Omnistereo cinema uses immersive screens to project videos that provide depth information of a scene all around the spectators. Many challenges remain in omnistereo cinema, in particular shooting omnistereo videos for dynamic scenes, polarized projection on highly reflective screens making difficult the process to recover their shape by active reconstruction, and perception of depth distortions introduced by omnistereo images. Our thesis addressed these challenges by making three major contributions. First, we developed the first mosaicing method of omnistereo videos for stochastic and localized motions. We developed a psychophysical experiment that shows the effectiveness of the method for scenes without isolated structure, such as water flows. We also propose a shooting method that adds to these videos foreground motions that are not as constrained, like a moving actor. Second, we introduced new light patterns that allow a camera and a projector to recover the shape of objects likely to produce interreflections. These patterns are general enough to not only recover the shape of omnistereo screens, but also very complex objects that have depth discontinuities from the viewpoint of the camera. Third, we showed that omnistereo distortions are negligible for a viewer located at the center of a cylindrical screen, as they are in the periphery of the visual field where the human visual system becomes less accurate

    Die Virtuelle Videokamera: ein System zur Blickpunktsynthese in beliebigen, dynamischen Szenen

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    The Virtual Video Camera project strives to create free viewpoint video from casually captured multi-view data. Multiple video streams of a dynamic scene are captured with off-the-shelf camcorders, and the user can re-render the scene from novel perspectives. In this thesis the algorithmic core of the Virtual Video Camera is presented. This includes the algorithm for image correspondence estimation as well as the image-based renderer. Furthermore, its application in the context of an actual video production is showcased, and the rendering and image processing pipeline is extended to incorporate depth information.Das Virtual Video Camera Projekt dient der Erzeugung von Free Viewpoint Video Ansichten von Multi-View Aufnahmen: Material mehrerer Videoströme wird hierzu mit handelsüblichen Camcordern aufgezeichnet. Im Anschluss kann die Szene aus beliebigen, von den ursprünglichen Kameras nicht abgedeckten Blickwinkeln betrachtet werden. In dieser Dissertation wird der algorithmische Kern der Virtual Video Camera vorgestellt. Dies beinhaltet das Verfahren zur Bildkorrespondenzschätzung sowie den bildbasierten Renderer. Darüber hinaus wird die Anwendung im Kontext einer Videoproduktion beleuchtet. Dazu wird die bildbasierte Erzeugung neuer Blickpunkte um die Erzeugung und Einbindung von Tiefeninformationen erweitert

    A system for image-based modeling and photo editing

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2002.Includes bibliographical references (p. 169-178).Traditionally in computer graphics, a scene is represented by geometric primitives composed of various materials and a collection of lights. Recently, techniques for modeling and rendering scenes from a set of pre-acquired images have emerged as an alternative approach, known as image-based modeling and rendering. Much of the research in this field has focused on reconstructing and rerendering from a set of photographs, while little work has been done to address the problem of editing and modifying these scenes. On the other hand, photo-editing systems, such as Adobe Photoshop, provide a powerful, intuitive, and practical means to edit images. However, these systems are limited by their two-dimensional nature. In this thesis, we present a system that extends photo editing to 3D. Starting from a single input image, the system enables the user to reconstruct a 3D representation of the captured scene, and edit it with the ease and versatility of 2D photo editing. The scene is represented as layers of images with depth, where each layer is an image that encodes both color and depth. A suite of user-assisted tools are employed, based on a painting metaphor, to extract layers and assign depths. The system enables editing from different viewpoints, extracting and grouping of image-based objects, and modifying the shape, color, and illumination of these objects. As part of the system, we introduce three powerful new editing tools. These include two new clone brushing tools: the non-distorted clone brush and the structure-preserving clone brush. They permit copying of parts of an image to another via a brush interface, but alleviate distortions due to perspective foreshortening and object geometry.(cont.) The non-distorted clone brush works on arbitrary 3D geometry, while the structure-preserving clone brush, a 2D version, assumes a planar surface, but has the added advantage of working directly in 2D photo-editing systems that lack depth information. The third tool, a texture-illuminance decoupling filter, discounts the effect of illumination on uniformly textured areas by decoupling large- and small-scale features via bilateral filtering. This tool is crucial for relighting and changing the materials of the scene. There are many applications for such a system, for example architectural, lighting and landscape design, entertainment and special effects, games, and virtual TV sets. The system allows the user to superimpose scaled architectural models into real environments, or to quickly paint a desired lighting scheme of an interior, while being able to navigate within the scene for a fully immersive 3D experience. We present examples and results of complex architectural scenes, 360-degree panoramas, and even paintings, where the user can change viewpoints, edit the geometry and materials, and relight the environment.by Byong Mok Oh.Ph.D

    Reports of planetary geology and geophysics program, 1988

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    This is a compilation of abstracts of reports from Principal Investigators of NASA's Planetary Geology and Geophysics Program, Office of Space Science and Applications. The purpose is to document in summary form research work conducted in this program during 1988. Each report reflects significant accomplishments within the area of the author's funded grant or contract
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