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562
Recovering High Dynamic Range Radiance Maps from Photographs
"... We present a method of recovering high dynamic range radiance maps from photographs taken with conventional imaging equipment. In our method, multiple photographs of the scene are taken with different amounts of exposure. Our algorithm uses these differently exposed photographs to recover the respon ..."
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Cited by 520 (11 self)
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We present a method of recovering high dynamic range radiance maps from photographs taken with conventional imaging equipment. In our method, multiple photographs of the scene are taken with different amounts of exposure. Our algorithm uses these differently exposed photographs to recover the response function of the imaging process, up to factor of scale, using the assumption of reciprocity. With the known response function, the algorithm can fuse the multiple photographs into a single, high dynamic range radiance map whose pixel values are proportional to the true radiance values in the scene. We demonstrate our method on images acquired with both photochemical and digital imaging processes. We discuss how this work is applicable in many areas of computer graphics involving digitized photographs, including image-based modeling, image compositing, and image processing. Lastly, we demonstrate a few applications of having high dynamic range radiance maps, such as synthesizing realistic motion blur and simulating the response of the human visual system.
A theory of shape by space carving
- In Proceedings of the 7th IEEE International Conference on Computer Vision (ICCV-99), volume I, pages 307– 314, Los Alamitos, CA
, 1999
"... In this paper we consider the problem of computing the 3D shape of an unknown, arbitrarily-shaped scene from multiple photographs taken at known but arbitrarilydistributed viewpoints. By studying the equivalence class of all 3D shapes that reproduce the input photographs, we prove the existence of a ..."
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Cited by 363 (14 self)
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In this paper we consider the problem of computing the 3D shape of an unknown, arbitrarily-shaped scene from multiple photographs taken at known but arbitrarilydistributed viewpoints. By studying the equivalence class of all 3D shapes that reproduce the input photographs, we prove the existence of a special member of this class, the photo hull, that (1) can be computed directly from photographs of the scene, and (2) subsumes all other members of this class. We then give a provably-correct algorithm, called Space Carving, for computing this shape and present experimental results on complex real-world scenes. The approach is designed to (1) build photorealistic shapes that accurately model scene appearance from a wide range of viewpoints, and (2) account for the complex interactions between occlusion, parallax, shading, and their effects on arbitrary views of a 3D scene. 1.
Photorealistic Scene Reconstruction by Voxel Coloring
, 1997
"... A novel scene reconstruction technique is presented, different from previous approaches in its ability to cope with large changes in visibility and its modeling of intrinsic scene color and texture information. The method avoids image correspondence problems by working in a discretized scene space w ..."
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Cited by 328 (20 self)
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A novel scene reconstruction technique is presented, different from previous approaches in its ability to cope with large changes in visibility and its modeling of intrinsic scene color and texture information. The method avoids image correspondence problems by working in a discretized scene space whose voxels are traversed in a fixed visibility ordering. This strategy takes full account of occlusions and allows the input cameras to be far apart and widely distributed about the environment. The algorithm identifies a special set of invariant voxels which together form a spatial and photometric reconstruction of the scene, fully consistent with the input images.
Photo Tourism: Exploring Photo Collections in 3D
- ACM TRANSACTIONS ON GRAPHICS
, 2006
"... We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each photograph as well as a sparse 3D model of the ..."
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Cited by 232 (20 self)
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We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each photograph as well as a sparse 3D model of the scene and image to model correspondences. Our photo explorer uses image-based rendering techniques to smoothly transition between photographs, while also enabling full 3D navigation and exploration of the set of images and world geometry, along with auxiliary information such as overhead maps. Our system also makes it easy to construct photo tours of scenic or historic locations, and to annotate image details, which are automatically transferred to other relevant images. We demonstrate our system on several large personal photo collections as well as images gathered from Internet photo sharing sites.
Robotic Mapping: A Survey
- Exploring Artificial Intelligence in the New Millenium
, 2002
"... This article provides a comprehensive introduction into the field of robotic mapping, with a focus on indoor mapping. It describes and compares various probabilistic techniques, as they are presently being applied to a vast array of mobile robot mapping problems. The history of robotic mapping is al ..."
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Cited by 228 (9 self)
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This article provides a comprehensive introduction into the field of robotic mapping, with a focus on indoor mapping. It describes and compares various probabilistic techniques, as they are presently being applied to a vast array of mobile robot mapping problems. The history of robotic mapping is also described, along with an extensive list of open research problems.
Image-based visual hulls
- IN PROCEEDINGS OF ACM SIGGRAPH 2000
, 2000
"... In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computati ..."
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Cited by 221 (13 self)
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In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.
Synthesizing Realistic Facial Expressions from Photographs
"... We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by morphing between these different models. Starting from several uncalibrated views of a human subject, we em ..."
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Cited by 186 (10 self)
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We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by morphing between these different models. Starting from several uncalibrated views of a human subject, we employ a user-assisted technique to recover the camera poses corresponding to the views as well as the 3D coordinates of a sparse set of chosen locations on the subject's face. A scattered data interpolation technique is then used to deform a generic face mesh to fit the particular geometry of the subject's face. Having recovered the camera poses and the facial geometry, we extract from the input images one or more texture maps for the model. This process is repeated for several facial expressions of a particular subject. To generate transitions between these facial expressions we use 3D shape morphing between the corresponding face models, while at the same time blending the corresponding tex...
Unstructured lumigraph rendering
- In Computer Graphics, SIGGRAPH 2001 Proceedings
, 2001
"... We describe an image based rendering approach that generalizes many image based rendering algorithms currently in use including light field rendering and view-dependent texture mapping. In particular it allows for lumigraph style rendering from a set of input cameras that are not restricted to a pla ..."
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Cited by 184 (10 self)
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We describe an image based rendering approach that generalizes many image based rendering algorithms currently in use including light field rendering and view-dependent texture mapping. In particular it allows for lumigraph style rendering from a set of input cameras that are not restricted to a plane or to any specific manifold. In the case of regular and planar input camera positions, our algorithm reduces to a typical lumigraph approach. In the case of fewer cameras and good approximate geometry, our algorithm behaves like view-dependent texture mapping. Our algorithm achieves this flexibility because it is designed to meet a set of desirable goals that we describe. We demonstrate this flexibility with a variety of examples. Keyword Image-Based Rendering 1
Video Textures
, 2000
"... This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, th ..."
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Cited by 180 (9 self)
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This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit action. We present techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length. We combine video textures with view morphing techniques to obtain 3D video textures. We also introduce videobased animation, in which the synthesis of video textures can be guided by a user through high-level interactive controls. Applications of video textures and their extensions include the display of dynamic scenes on web pages, the creation of dynamic backdrops for sp...
Rendering with Concentric Mosaics
, 1999
"... This paper presents a novel 3D plenoptic function, which we call concentric mosaics. We constrain camera motion to planar concentric circles, and create concentric mosaics using a manifold mosaic for each circle (i.e., composing slit images taken at different locations) . Concentric mosaics index al ..."
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Cited by 177 (23 self)
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This paper presents a novel 3D plenoptic function, which we call concentric mosaics. We constrain camera motion to planar concentric circles, and create concentric mosaics using a manifold mosaic for each circle (i.e., composing slit images taken at different locations) . Concentric mosaics index all input image rays naturally in 3 parameters: radius, rotation angle and vertical elevation. Novel views are rendered by combining the appropriate captured rays in an efficient manner at rendering time. Although vertical distortions exist in the rendered images, they can be alleviated by depth correction. Like panoramas, concentric mosaics do not require recovering geometric and photometric scene models. Moreover, concentric mosaics provide a much richer user experience by allowing the user to move freely in a circular region and observe significant parallax and lighting changes. Compared with a Lightfield or Lumigraph, concentric mosaics have much smaller file size because only a 3D plenopt...

