使用“变形3d马赛克”的交互式攻略

N. Komodakis, George Pagonis, G. Tziritas
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引用次数: 6

摘要

这项工作提出了一种混合(基于几何和图像的)技术,适用于提供大型复杂户外场景的交互式演练。运动沿着平滑的预定义路径受到限制,系统的输入是沿着该路径的某些点(键位置)的稀疏立体视图集(每个位置一个视图)。从每个视图构建一个近似的局部3D模型,能够仅在局部捕获场景的光度和几何属性。然后在渲染过程中,在连续的局部3D模型之间发生连续的变形(包括光度和几何),使用我们所谓的“变形3D模型”。变形以一种物理上有效的方式进行。为此,提出了一种宽基线图像匹配技术,用于处理两幅图像之间的宽基线主要是由于相机的隐现造成的情况。我们的系统可以在路径的每个关键位置(通过相机旋转相关)有多个立体视图(因此有多个局部模型)的情况下进行扩展。在这种情况下,构建一个局部3D马赛克(每个键位置),包括其中的所有局部3D模型,并且在渲染过程中使用“可变形的3D马赛克”。采用偏微分方程处理各三维拼接的几何一致性问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactive walkthroughs using "morphable 3D-mosaics"
This work presents a hybrid (geometry- & image-based) technique suitable for providing interactive walkthroughs of large, complex outdoor scenes. Motion is restricted along a smooth predefined path and the input to the system is a sparse set of stereoscopic views at certain points (key-positions) along that path (one view per position). An approximate local 3D model is constructed from each view, capable of capturing photometric and geometric properties of the scene only locally. Then during the rendering process, a continuous morphing (both photometric & geometric) takes place between successive local 3D models, using what we call a "morphable 3D-model". The morphing proceeds in a physically-valid way. For this reason, a wide-baseline image matching technique is proposed, handling cases where the wide baseline between the two images is mainly due to a looming of the camera. Our system can be extended in the event of multiple stereoscopic views (and therefore multiple local models) per key-position of the path (related by a camera rotation). In that case one local 3D-mosaic (per key-position) is constructed comprising all local 3D models therein and a "morphable 3D-mosaic" is used during the rendering process. A partial-differential equation is adopted to handle the problem of geometric consistency of each 3D-mosaic.
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