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Image-Based Rendering (eBook)

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2008 | 2007
XX, 408 Seiten
Springer US (Verlag)
978-0-387-32668-9 (ISBN)

Lese- und Medienproben

Image-Based Rendering - Heung-Yeung Shum, Shing-Chow Chan, Sing Bing Kang
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Focusing exclusively on Image-Based Rendering (IBR) this book examines the theory, practice, and applications associated with image-based rendering and modeling. Topics covered vary from IBR basic concepts and representations on the theory side to signal processing and data compression on the practical side. One of the only titles devoted exclusively to IBR this book is intended for researchers, professionals, and general readers interested in the topics of computer graphics, computer vision, image process, and video processing. With this book advanced-level students in EECS studying related disciplines will be able to seriously expand their knowledge about image-based rendering.


Image-based rendering (IBR) refers to a collection of techniques and representations that allow 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction. IBR uses images as the primary substrate. The potential for photorealistic visualization has tremendous appeal, and it is thus not surprising that IBR has been receiving increasing attention over the years. Applications such as video games, virtual travel, and E-commerce stand to benefit from this technology. Image-Based Rendering examines the theory, practice, and applications associated with image-based rendering and modeling. The authors bring together their backgrounds and research experiences in computer graphics, computer vision and signal processing to address the multi-disciplinary nature of IBR research.  The topics to be covered vary from IBR basic concepts and representations on the theory side, to signal processing and data compression on the practical side. These theoretical and practical issues are further disseminated in several IBR systems built to-date.  However, this book will not focus on the geometrical modeling aspect of IBR, since 3D modeling has been extensively treated elsewhere in the vision literature.One of the only titles devoted exclusively to the area of IBR, this book is intended for researchers, professionals, and general readers interested in the topics of computer graphics, computer vision, image processing, and video processing. Advanced-level students in EECS studying related disciplines will be able to seriously expand their knowledge about image-based rendering.

Preface 7
Acknowledgments 8
Dedication 10
Contents 11
Introduction 19
1.1 Representations and Rendering 20
1.2 Sampling 21
1.3 Compression 21
1.4 Organization of book 22
Part I Representations and Rendering Techniques 24
Static Scene Representations 26
2.1 Rendering with no geometry 26
2.2 Rendering with implicit geometry 40
2.3 Representations with explicit geometry 48
2.4 Handling non-rigid effects 52
2.5 Which representation to choose? 58
2.6 Challenges 59
Rendering Dynamic Scenes 61
3.1 Video-based rendering 63
3.2 Stereo with dynamic scenes 64
3.3 Virtualized Reality tm 65
3.4 Image-based visual hulls 70
3.5 Stanford Light Field Camera 72
3.6 Model-based rendering 75
3.7 Layer-based rendering 79
3.8 Comparisons of systems 83
3.9 Challenges 86
Rendering Techniques 87
4.1 Geometry-rendering matrix 88
4.2 Rendering with no geometry 90
4.4 Monolithic rendering 100
4.5 Layer-based rendering 104
4.6 Software and hardware issues 105
Part II Sampling 107
Plenoptic Sampling 109
5.1 Introduction 109
5.2 Spectral analysis of light field 111
5.3 Minimum sampling in joint image-geometry space 121
5.4 Experiments 124
5.5 Conclusion and Discussion 126
Geometric Analysis of Light Field Rendering 130
6.1 Problem formulation 130
6.2 Minimum sampling rate of Concentric Mosaics 138
6.3 Minimum sampling rate of light field 144
6.4 Dealing with occlusion 151
Optical Analysis of Light Field Rendering 155
7.1 Introduction 155
7.2 Conventional thin lens optical system 156
7.3 Light field rendering: An optical analysis 158
7.4 Minimum sampling of light field 164
7.5 Summary 166
Optimizing Rendering Performance using Sampling Analysis 168
8.1 Introduction 168
8.2 Related work 169
8.3 Layered Lumigraph 172
8.4 Layered Lumigraph rendering 175
8.5 Experimental Results 179
8.6 Summary 181
Part III Compression 184
Introduction to Compression 186
9.1 Waveform coding 186
9.2 Basic concept and terminology 190
9.3 Quantization techniques 193
Image Compression Techniques 200
10.1 Image format 200
10.2 Transform coding of images 201
10.3 JPEG standard 206
10.4 The JPEG-2000 standard 210
10.5 Appendix: VQ structures 216
Video Compression Techniques 220
11.1 Video formats 220
11.2 Motion compensation/prediction 224
11.3 Motion compensated hybrid DCT/DPCJM coding 227
11.4 Video coding standards 230
Compression of Static Image-based Representations 249
12.1 The problem of IBR compression 249
12.2 Compression of Concentric Mosaics (CMs) 252
12.3 Compression of light field 261
Compression of Dynamic Image-based Representations 276
13.1 The problem of dynamic IBR compression 276
13.2 Compression of panoramic videos 277
13.3 Dynamic light fields and plenoptic videos 287
13.4 Object-based compression of plenoptic videos 301
13.5 Future directions and challenges 310
Part IV Systems and Applications 313
Rendering by Manifold Hopping 315
14.1 Preliminaries 316
14.2 The signed Hough ray space 319
14.3 Analysis of lateral hopping 322
14.4 Analysis of looming hopping using extended signed Hough space 324
14.5 Outside looking in 325
14.6 Experiments 330
14.7 Discussion 331
14.8 Concluding remarks 333
Large Environment Rendering using Plenoptic Primitives 338
15.1 Customized visual experience 339
15.2 Organization of chapter 339
15.3 Plenoptic primitives (PPs) 339
15.4 Constructing and rendering environments 341
15.5 The authoring process 341
15.6 User interface 343
15.7 Rendering issues 344
15.8 Experimental results 346
15.9 Discussion 352
15.10 Concluding remarks 354
Pop-Up Light Field: An Interactive Image-Based Modeling and Rendering System 355
16.1 Motivation and approach 355
16.2 Outline of chapter 356
16.3 Related work 356
16.4 Pop-up light field representation 357
16.5 Pop-up light field construction 363
16.6 Real-time rendering of pop-up light field 369
16.7 Experimental results 372
16.8 Discussion 375
16.9 Concluding remarks 376
Feature-Based Light Field Morphing 377
17.1 The morphing problem 377
17.2 Overview 380
17.3 Features and visibility 382
17.4 Warping 384
17.5 Results 389
17.6 Discussion 391
17.7 Concluding remarks 391
References 393
Index 411

Erscheint lt. Verlag 26.5.2008
Zusatzinfo XX, 408 p. 95 illus.
Verlagsort New York
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Technik Elektrotechnik / Energietechnik
Schlagworte 3D • 3D modeling • Computer Graphics • computer vision • Data Compression • Image Processing • Modeling • Morphing • Performance • Rendering • Sampling • Video & image compression • Video & image compression • Visualization
ISBN-10 0-387-32668-5 / 0387326685
ISBN-13 978-0-387-32668-9 / 9780387326689
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