1,202 research outputs found

    Efficient image-based rendering

    Get PDF
    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

    Computational Imaging for Shape Understanding

    Get PDF
    Geometry is the essential property of real-world scenes. Understanding the shape of the object is critical to many computer vision applications. In this dissertation, we explore using computational imaging approaches to recover the geometry of real-world scenes. Computational imaging is an emerging technique that uses the co-designs of image hardware and computational software to expand the capacity of traditional cameras. To tackle face recognition in the uncontrolled environment, we study 2D color image and 3D shape to deal with body movement and self-occlusion. Especially, we use multiple RGB-D cameras to fuse the varying pose and register the front face in a unified coordinate system. The deep color feature and geodesic distance feature have been used to complete face recognition. To handle the underwater image application, we study the angular-spatial encoding and polarization state encoding of light rays using computational imaging devices. Specifically, we use the light field camera to tackle the challenging problem of underwater 3D reconstruction. We leverage the angular sampling of the light field for robust depth estimation. We also develop a fast ray marching algorithm to improve the efficiency of the algorithm. To deal with arbitrary reflectance, we investigate polarimetric imaging and develop polarimetric Helmholtz stereopsis that uses reciprocal polarimetric image pairs for high-fidelity 3D surface reconstruction. We formulate new reciprocity and diffuse/specular polarimetric constraints to recover surface depths and normals using an optimization framework. To recover the 3D shape in the unknown and uncontrolled natural illumination, we use two circularly polarized spotlights to boost the polarization cues corrupted by the environment lighting, as well as to provide photometric cues. To mitigate the effect of uncontrolled environment light in photometric constraints, we estimate a lighting proxy map and iteratively refine the normal and lighting estimation. Through expensive experiments on the simulated and real images, we demonstrate that our proposed computational imaging methods outperform traditional imaging approaches

    Computational Schlieren Photography with Light Field Probes

    Get PDF
    We introduce a new approach to capturing refraction in transparent media, which we call light field background oriented Schlieren photography. By optically coding the locations and directions of light rays emerging from a light field probe, we can capture changes of the refractive index field between the probe and a camera or an observer. Our prototype capture setup consists of inexpensive off-the-shelf hardware, including inkjet-printed transparencies, lenslet arrays, and a conventional camera. By carefully encoding the color and intensity variations of 4D light field probes, we show how to code both spatial and angular information of refractive phenomena. Such coding schemes are demonstrated to allow for a new, single image approach to reconstructing transparent surfaces, such as thin solids or surfaces of fluids. The captured visual information is used to reconstruct refractive surface normals and a sparse set of control points independently from a single photograph.Natural Sciences and Engineering Research Council of CanadaAlfred P. Sloan FoundationUnited States. Defense Advanced Research Projects Agency. Young Faculty Awar

    Eikonal Fields for Refractive Novel-View Synthesis

    Get PDF

    Rolling Shutter Stereo

    Get PDF
    A huge fraction of cameras used nowadays is based on CMOS sensors with a rolling shutter that exposes the image line by line. For dynamic scenes/cameras this introduces undesired effects like stretch, shear and wobble. It has been shown earlier that rotational shake induced rolling shutter effects in hand-held cell phone capture can be compensated based on an estimate of the camera rotation. In contrast, we analyse the case of significant camera motion, e.g. where a bypassing streetlevel capture vehicle uses a rolling shutter camera in a 3D reconstruction framework. The introduced error is depth dependent and cannot be compensated based on camera motion/rotation alone, invalidating also rectification for stereo camera systems. On top, significant lens distortion as often present in wide angle cameras intertwines with rolling shutter effects as it changes the time at which a certain 3D point is seen. We show that naive 3D reconstructions (assuming global shutter) will deliver biased geometry already for very mild assumptions on vehicle speed and resolution. We then develop rolling shutter dense multiview stereo algorithms that solve for time of exposure and depth at the same time, even in the presence of lens distortion and perform an evaluation on ground truth laser scan models as well as on real street-level data

    Refractive shape from light field distortion

    Get PDF
    Acquiring transparent, refractive objects is challenging as these kinds of objects can only be observed by analyzing the distortion of reference background patterns. We present a new, single image approach to reconstructing thin transparent surfaces, such as thin solids or surfaces of fluids. Our method is based on observing the distortion of light field background illumination. Light field probes have the potential to encode up to four dimensions in varying colors and intensities: spatial and angular variation on the probe surface; commonly employed reference patterns are only two-dimensional by coding either position or angle on the probe. We show that the additional information can be used to reconstruct refractive surface normals and a sparse set of control points from a single photograph

    A virtual object point model for the calibration of underwater stereo cameras to recover accurate 3D information

    Get PDF
    The focus of this thesis is on recovering accurate 3D information from underwater images. Underwater 3D reconstruction differs significantly from 3D reconstruction in air due to the refraction of light. In this thesis, the concepts of stereo 3D reconstruction in air get extended for underwater environments by an explicit consideration of refractive effects with the aid of a virtual object point model. Within underwater stereo 3D reconstruction, the focus of this thesis is on the refractive calibration of underwater stereo cameras
    corecore