49 research outputs found

    Glossy Probe Reprojection for Interactive Global Illumination

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    International audienceRecent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware

    Efficient rendering for three-dimensional displays

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    This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs. The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor. Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints. Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naïve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed

    Scene Reconstruction and Visualization From Community Photo Collections

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    Localisation and tracking of stationary users for extended reality

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    In this thesis, we investigate the topics of localisation and tracking in the context of Extended Reality. In many on-site or outdoor Augmented Reality (AR) applications, users are standing or sitting in one place and performing mostly rotational movements, i.e. stationary. This type of stationary motion also occurs in Virtual Reality (VR) applications such as panorama capture by moving a camera in a circle. Both applications require us to track the motion of a camera in potentially very large and open environments. State-of-the-art methods such as Structure-from-Motion (SfM), and Simultaneous Localisation and Mapping (SLAM), tend to rely on scene reconstruction from significant translational motion in order to compute camera positions. This can often lead to failure in application scenarios such as tracking for seated sport spectators, or stereo panorama capture where the translational movement is small compared to the scale of the environment. To begin with, we investigate the topic of localisation as it is key to providing global context for many stationary applications. To achieve this, we capture our own datasets in a variety of large open spaces including two sports stadia. We then develop and investigate these techniques in the context of these sports stadia using a variety of state-of-the-art localisation approaches. We cover geometry-based methods to handle dynamic aspects of a stadium environment, as well as appearance-based methods, and compare them to a state-of-the-art SfM system to identify the most applicable methods for server-based and on-device localisation. Recent work in SfM has shown that the type of stationary motion that we target can be reliably estimated by applying spherical constraints to the pose estimation. In this thesis, we extend these concepts into a real-time keyframe-based SLAM system for the purposes of AR, and develop a unique data structure for simplifying keyframe selection. We show that our constrained approach can track more robustly in these challenging stationary scenarios compared to state-of-the-art SLAM through both synthetic and real-data tests. In the application of capturing stereo panoramas for VR, this thesis demonstrates the unsuitability of standard SfM techniques for reconstructing these circular videos. We apply and extend recent research in spherically constrained SfM to creating stereo panoramas and compare this with state-of-the-art general SfM in a technical evaluation. With a user study, we show that the motion requirements of our SfM approach are similar to the natural motion of users, and that a constrained SfM approach is sufficient for providing stereoscopic effects when viewing the panoramas in VR

    Efficient streaming for high fidelity imaging

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    Researchers and practitioners of graphics, visualisation and imaging have an ever-expanding list of technologies to account for, including (but not limited to) HDR, VR, 4K, 360°, light field and wide colour gamut. As these technologies move from theory to practice, the methods of encoding and transmitting this information need to become more advanced and capable year on year, placing greater demands on latency, bandwidth, and encoding performance. High dynamic range (HDR) video is still in its infancy; the tools for capture, transmission and display of true HDR content are still restricted to professional technicians. Meanwhile, computer graphics are nowadays near-ubiquitous, but to achieve the highest fidelity in real or even reasonable time a user must be located at or near a supercomputer or other specialist workstation. These physical requirements mean that it is not always possible to demonstrate these graphics in any given place at any time, and when the graphics in question are intended to provide a virtual reality experience, the constrains on performance and latency are even tighter. This thesis presents an overall framework for adapting upcoming imaging technologies for efficient streaming, constituting novel work across three areas of imaging technology. Over the course of the thesis, high dynamic range capture, transmission and display is considered, before specifically focusing on the transmission and display of high fidelity rendered graphics, including HDR graphics. Finally, this thesis considers the technical challenges posed by incoming head-mounted displays (HMDs). In addition, a full literature review is presented across all three of these areas, detailing state-of-the-art methods for approaching all three problem sets. In the area of high dynamic range capture, transmission and display, a framework is presented and evaluated for efficient processing, streaming and encoding of high dynamic range video using general-purpose graphics processing unit (GPGPU) technologies. For remote rendering, state-of-the-art methods of augmenting a streamed graphical render are adapted to incorporate HDR video and high fidelity graphics rendering, specifically with regards to path tracing. Finally, a novel method is proposed for streaming graphics to a HMD for virtual reality (VR). This method utilises 360° projections to transmit and reproject stereo imagery to a HMD with minimal latency, with an adaptation for the rapid local production of depth maps

    U-DiVE: Design and evaluation of a distributed photorealistic virtual reality environment

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    This dissertation presents a framework that allows low-cost devices to visualize and interact with photorealistic scenes. To accomplish this task, the framework makes use of Unity’s high-definition rendering pipeline, which has a proprietary Ray Tracing algorithm, and Unity’s streaming package, which allows an application to be streamed within its editor. The framework allows the composition of a realistic scene using a Ray Tracing algorithm, and a virtual reality camera with barrel shaders, to correct the lens distortion needed for the use on an inexpensive cardboard. It also includes a method to collect the mobile device’s spatial orientation through a web browser to control the user’s view, delivered via WebRTC. The proposed framework can produce low-latency, realistic and immersive environments to be accessed through low-cost HMDs and mobile devices. To evaluate the structure, this work includes the verification of the frame rate achieved by the server and mobile device, which should be higher than 30 FPS for a smooth experience. In addition, it discusses whether the overall quality of experience is acceptable by evaluating the delay of image delivery from the server up to the mobile device, in face of user’s movement. Our tests showed that the framework reaches a mean latency around 177 (ms) with household Wi-Fi equipment and a maximum latency variation of 77.9 (ms), among the 8 scenes tested.Esta dissertação apresenta um framework que permite que dispositivos de baixo custo visualizem e interajam com cenas fotorrealísticas. Para realizar essa tarefa, o framework faz uso do pipeline de renderização de alta definição do Unity, que tem um algoritmo de rastreamento de raio proprietário, e o pacote de streaming do Unity, que permite o streaming de um aplicativo em seu editor. O framework permite a composição de uma cena realista usando um algoritmo de Ray Tracing, e uma câmera de realidade virtual com shaders de barril, para corrigir a distorção da lente necessária para usar um cardboard de baixo custo. Inclui também um método para coletar a orientação espacial do dispositivo móvel por meio de um navegador Web para controlar a visão do usuário, entregue via WebRTC. O framework proposto pode produzir ambientes de baixa latência, realistas e imersivos para serem acessados por meio de HMDs e dispositivos móveis de baixo custo. Para avaliar a estrutura, este trabalho considera a verificação da taxa de quadros alcançada pelo servidor e pelo dispositivo móvel, que deve ser superior a 30 FPS para uma experiência fluida. Além disso, discute se a qualidade geral da experiência é aceitável, ao avaliar o atraso da entrega das imagens desde o servidor até o dispositivo móvel, em face da movimentação do usuário. Nossos testes mostraram que o framework atinge uma latência média em torno dos 177 (ms) com equipamentos wi-fi de uso doméstico e uma variação máxima das latências igual a 77.9 (ms), entre as 8 cenas testadas

    Viewpoint-Free Photography for Virtual Reality

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    Viewpoint-free photography, i.e., interactively controlling the viewpoint of a photograph after capture, is a standing challenge. In this thesis, we investigate algorithms to enable viewpoint-free photography for virtual reality (VR) from casual capture, i.e., from footage easily captured with consumer cameras. We build on an extensive body of work in image-based rendering (IBR). Given images of an object or scene, IBR methods aim to predict the appearance of an image taken from a novel perspective. Most IBR methods focus on full or near-interpolation, where the output viewpoints either lie directly between captured images, or nearby. These methods are not suitable for VR, where the user has significant range of motion and can look in all directions. Thus, it is essential to create viewpoint-free photos with a wide field-of-view and sufficient positional freedom to cover the range of motion a user might experience in VR. We focus on two VR experiences: 1) Seated VR experiences, where the user can lean in different directions. This simplifies the problem, as the scene is only observed from a small range of viewpoints. Thus, we focus on easy capture, showing how to turn panorama-style capture into 3D photos, a simple representation for viewpoint-free photos, and also how to speed up processing so users can see the final result on-site. 2) Room-scale VR experiences, where the user can explore vastly different perspectives. This is challenging: More input footage is needed, maintaining real-time display rates becomes difficult, view-dependent appearance and object backsides need to be modelled, all while preventing noticeable mistakes. We address these challenges by: (1) creating refined geometry for each input photograph, (2) using a fast tiled rendering algorithm to achieve real-time display rates, and (3) using a convolutional neural network to hide visual mistakes during compositing. Overall, we provide evidence that viewpoint-free photography is feasible from casual capture. We thoroughly compare with the state-of-the-art, showing that our methods achieve both a numerical improvement and a clear increase in visual quality for both seated and room-scale VR experiences

    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

    HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling

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    Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel -- a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.Comment: Project page: https://hyperreel.github.io

    Efficient and Accurate Disparity Estimation from MLA-Based Plenoptic Cameras

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    This manuscript focuses on the processing images from microlens-array based plenoptic cameras. These cameras enable the capturing of the light field in a single shot, recording a greater amount of information with respect to conventional cameras, allowing to develop a whole new set of applications. However, the enhanced information introduces additional challenges and results in higher computational effort. For one, the image is composed of thousand of micro-lens images, making it an unusual case for standard image processing algorithms. Secondly, the disparity information has to be estimated from those micro-images to create a conventional image and a three-dimensional representation. Therefore, the work in thesis is devoted to analyse and propose methodologies to deal with plenoptic images. A full framework for plenoptic cameras has been built, including the contributions described in this thesis. A blur-aware calibration method to model a plenoptic camera, an optimization method to accurately select the best microlenses combination, an overview of the different types of plenoptic cameras and their representation. Datasets consisting of both real and synthetic images have been used to create a benchmark for different disparity estimation algorithm and to inspect the behaviour of disparity under different compression rates. A robust depth estimation approach has been developed for light field microscopy and image of biological samples
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