Sea of images

Daniel G. Aliaga, Thomas A. Funkhouser, Dimah Yanovsky, I. Carlbom
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引用次数: 11

Abstract

A long-standing research problem in computer graphics is to reproduce the visual experience of walking through a large photorealistic environment interactively. On one hand, traditional geometry-based rendering systems fall short of simulating the visual realism of a complex environment. On the other hand, image-based rendering systems have to date been unable to capture and store a sampled representation of a large environment with complex lighting and visibility effects. In this paper, we present a "sea of images," a practical approach to dense sampling, storage, and reconstruction of the plenoptic function in large, complex indoor environments. We use a motorized cart to capture omnidirectional images every few inches on a eye-height plane throughout an environment. The captured images are compressed and stored in a multiresolution hierarchy suitable for real-time prefetching during an interactive walkthrough. Later, novel images are reconstructed for a simulated observer by resampling nearby captured images. Our system acquires 15,254 images over 1,050 square feet at an average image spacing of 1.5 inches. The average capture and processing time is 7 hours. We demonstrate realistic walkthroughs of real-world environments reproducing specular reflections and occlusion effects while rendering 15-25 frames per second.
图像的海洋
如何以交互的方式再现在大型逼真环境中行走的视觉体验,是计算机图形学中一个长期存在的研究问题。一方面,传统的基于几何的渲染系统无法模拟复杂环境的视觉真实感。另一方面,迄今为止,基于图像的渲染系统还无法捕获和存储具有复杂照明和可见性效果的大型环境的采样表示。在本文中,我们提出了一个“图像海洋”,这是一种在大型复杂室内环境中密集采样、存储和重建全视功能的实用方法。我们使用机动推车在整个环境中每隔几英寸在眼高平面上捕捉全方位图像。捕获的图像被压缩并存储在适合于在交互式演练期间实时预取的多分辨率层次结构中。然后,通过对附近捕获的图像进行重新采样,为模拟观测器重建新的图像。我们的系统以平均1.5英寸的图像间距在1050平方英尺的范围内获得15,254张图像。平均捕获和处理时间为7小时。我们展示了真实世界环境的真实演练,再现了镜面反射和遮挡效果,同时渲染每秒15-25帧。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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