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112
A survey of image-based rendering techniques
- In Videometrics, SPIE
, 1999
"... In this paper, we survey the techniques for image-based rendering. Unlike traditional 3D computer graphics in which 3D geometry of the scene is known, image-based rendering techniques render novel views directly from input images. Previous image-based rendering techniques can be classified into thre ..."
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Cited by 113 (8 self)
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In this paper, we survey the techniques for image-based rendering. Unlike traditional 3D computer graphics in which 3D geometry of the scene is known, image-based rendering techniques render novel views directly from input images. Previous image-based rendering techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative methods. The continuum between images and geometry used in image-based rendering techniques suggests that image-based rendering with traditional 3D graphics can be united in a joint image and geometry space. Keywords: Image-based rendering, survey. 1
A Suggestive Interface for 3D Drawing
, 2001
"... This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components ..."
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Cited by 59 (8 self)
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This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components in the scene. The system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. The user completes the editing operation simply by clicking on the desired thumbnail. The hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. The suggestive interface system is implemented as a set of suggestion engines working in parallel, and is easily extended by adding customized engines. Our prototype 3D drawing system, Chateau, shows that a suggestive interface can effectively support construction of various 3D drawings.
Performance relighting and reflectance transformation with timemultiplexed illumination
- IN SIGGRAPH ’05: ACM SIGGRAPH 2005 PAPERS
, 2005
"... We present a technique for capturing an actor’s live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to recor ..."
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Cited by 55 (13 self)
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We present a technique for capturing an actor’s live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to record these conditions with a highspeed video camera so that many conditions are recorded in the span of the desired output frame interval. We investigate several lighting bases for representing the sphere of incident illumination using a set of discrete LED light sources, and we estimate and compensate for subject motion using optical flow and image warping based on a set of tracking frames inserted into the lighting basis. To composite the illuminated performance into a new background, we include a time-multiplexed matte within the basis. We also show that the acquired data enables time-varying surface normals, albedo, and ambient occlusion to be estimated, which can be used to transform the actor’s reflectance to produce both subtle and stylistic effects.
Sampling Plausible Solutions to Multi-body Constraint Problems
, 2000
"... Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the avai ..."
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Cited by 50 (2 self)
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Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with "good" animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints. CR Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation; I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Physically based modeling; I.6.5 [Simulation and Modeling]: Model Development - Modeling methodologies G.3 [Probability and Statistics]: Probabilistic algorithms; Keywords: plausible motion, Markov chain Monte Carlo, motion synthesis, spacetime constraints 1
Two-level volume rendering
- IEEE Transactions on Visualization and Computer Graphics
, 2001
"... AbstractÐIn this paper, we present a two-level approach for volume rendering, i.e., two-level volume rendering, which allows for selectively using different rendering techniques for different subsets of a 3D data set. Different structures within the data set are rendered locally on an object-by-obje ..."
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Cited by 47 (16 self)
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AbstractÐIn this paper, we present a two-level approach for volume rendering, i.e., two-level volume rendering, which allows for selectively using different rendering techniques for different subsets of a 3D data set. Different structures within the data set are rendered locally on an object-by-object basis by either DVR, MIP, surface rendering, value integration (x-ray-like images), or nonphotorealistic rendering. All the results of subsequent object renderings are combined globally in a merging step (usually compositing in our case). This allows us to selectively choose the most suitable technique for depicting each object within the data while keeping the amount of information contained in the image at a reasonable level. This is especially useful when inner structures should be visualized together with semitransparent outer parts, similar to the focus-plus-context approach known from information visualization. We also present an implementation of our approach which allows us to explore volumetric data using two-level rendering at interactive frame rates. Index TermsÐVisualization, volume rendering, dynamical systems, medical applications. æ 1
An Invitation to Discuss Computer Depiction
, 2002
"... This paper draws from art history and perception to place computer depiction in the broader context of picture production. It highlights the often underestimated complexity of the interactions between features in the picture and features of the represented scene. Depiction is not always a unidirecti ..."
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Cited by 41 (4 self)
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This paper draws from art history and perception to place computer depiction in the broader context of picture production. It highlights the often underestimated complexity of the interactions between features in the picture and features of the represented scene. Depiction is not always a unidirectional projection from a 3D scene to a 2D picture, but involves much feedback and influence from the picture space to the object space. Depiction can be seen as a pre-existing 3D reality projected onto 2D, but also as a 2D pictorial representation that is superficially compatible with an hypothetic 3D scene. We show that depiction is essentially an optimization problem, producing the best picture given goals and constraints. We introduce a classification of basic depiction techniques based on four kinds of issue. The spatial system deals with the mapping of spatial properties between 3D and 2D (including, but not restricted to, perspective projection). The primitive system deals with the dimensionality and mappings between picture primitives and scene primitives. Attributes deal with the assignment of visual properties such as colors, texture, or thickness. Finally, marks are the physical implementations of the picture (e.g. brush strokes, mosaic cells). A distinction is introduced between interaction and picturegeneration methods, and techniques are then organized depending on the dimensionality of the inputs and outputs.
Visualization Exploration and Encapsulation via a Spreadsheet-like Interface
, 2001
"... Exploring complex, very large data sets requires interfaces to present and navigate through the visualization of the data. Two types of audience benefit from such coherent organization and representation: first, the user of the visualization system can examine and evaluate their data more efficientl ..."
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Cited by 37 (5 self)
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Exploring complex, very large data sets requires interfaces to present and navigate through the visualization of the data. Two types of audience benefit from such coherent organization and representation: first, the user of the visualization system can examine and evaluate their data more efficiently; second, collaborators or reviewers can quickly understand and extend the visualization. The needs of these two groups are addressed by the spreadsheet-like interface described here. The interface represents a 2-dimensional window into a multi-dimensional visualization parameter space. Data is explored by navigating this space via the interface. The visualization space is presented to the user in a manner that clearly identifies which parameters correspond to which visualized result. Operations defined on this space can be applied which generate new parameters or results. Combined with a general purpose interpreter, these functions can be utilized to quickly extract desired results. Finally, by encapsulating the visualization process, redundant exploration is eliminated and collaboration is facilitated. The e#cacy of this novel interface is demonstrated through examples using a variety of data sets in different domains.
Curvature-Based Transfer Functions for Direct Volume Rendering
- In Bianca Falcidieno, editor, Spring Conference on Computer Graphics 2000
, 2000
"... In this paper we present a new concept of transfer functions for direct volume rendering. In contrast to previous work, we attempt to define a transfer function in the domain of principal curvature magnitudes. Such a definition helps the user to suppress or enhance structures of a specific shape cla ..."
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Cited by 37 (9 self)
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In this paper we present a new concept of transfer functions for direct volume rendering. In contrast to previous work, we attempt to define a transfer function in the domain of principal curvature magnitudes. Such a definition helps the user to suppress or enhance structures of a specific shape class. It also allows to set a smooth color or opacity transition within thick surfaces or even solid objects. From the user's point of view the attractiveness of such transfer functions resides in their easy, (semi)automatic specification.
Mastering Transfer Function Specification by using VolumePro Technology
, 1999
"... A new user-interface paradigm for the specification of transfer functions is presented. The specification is usually a difficult task as mapping information for a number of different domains (data range, color, opacity, etc.) has to be defined. In the presented approach, the definition of the mappin ..."
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Cited by 27 (2 self)
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A new user-interface paradigm for the specification of transfer functions is presented. The specification is usually a difficult task as mapping information for a number of different domains (data range, color, opacity, etc.) has to be defined. In the presented approach, the definition of the mapping information can be realized independently for each property domain. A set of specification tools is provided for each domain, enabling users with different levels of experience or demanding time restrictions to choose an appropriate approach for their needs. Real-time feedback during the manipulation of parameters has been proven to be crucial to the specification. An interactive direct-volume-rendering display is realized by utilizing dedicated hardware acceleration. Keywords: Volume Visualization, Transfer Function Specification, VolumePro ray-casting system 1 Introduction When employing direct-volume-rendering for the visualization of volumetric data sets, typically a transfer functi...
A Novel Interface for Higher-Dimensional Classification of Volume Data
- In Visualization 2003
, 2003
"... In the traditional volume visualization paradigm, the user specifies a transfer function that assigns each scalar value to a color and opacity by defining an opacity and a color map function. The transfer function has two limitations. First, the user must define curves based on histogram and value r ..."
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Cited by 27 (1 self)
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In the traditional volume visualization paradigm, the user specifies a transfer function that assigns each scalar value to a color and opacity by defining an opacity and a color map function. The transfer function has two limitations. First, the user must define curves based on histogram and value rather than seeing and working with the volume itself. Second, the transfer function is inflexible in classifying regions of interest, where values at a voxel such as intensity and gradient are used to differentiate material, not taking into account additional properties such as texture and position. We describe an intuitive user interface for specifying the classification functions that consists of the users painting directly on sample slices of the volume. These painted regions are used to automatically define high-dimensional classification functions that can be implemented in hardware for interactive rendering. The classification of the volume is iteratively improved as the user paints samples, allowing intuitive and efficient viewing of materials of interest.

