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27
View Interpolation for Image Synthesis
"... Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry t ..."
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Cited by 470 (0 self)
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Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today’s high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
QuickTime VR - An Image-Based Approach to Virtual Environment Navigation
, 1995
"... Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of the real- ..."
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Cited by 403 (0 self)
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Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of the real-time constraint. This paper presents a new approach which uses 360-degree cylindrical panoramic images to compose a virtual environment. The panoramic image is digitally warped on-the-fly to simulate camera panning and zooming. The panoramic images can be created with computer rendering, specialized panoramic cameras or by "stitching" together overlapping photographs taken with a regular camera. Walking in a space is currently accomplished by "hopping" to different panoramic points. The image-based approach has been used in the commercial product QuickTime VR, a virtual reality extension to Apple Computer's QuickTime digital multimedia framework. The paper describes the architecture, the fil...
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.
Image Mosaicing for Tele-Reality Applications
, 1994
"... While a large number of virtual reality applications, such as fluid flow analysis and molecular modeling, deal with simulated data, many newer applications attempt to recreate true reality as convincingly as possible. Building detailed models for such applications, which we call tele-reality, is a m ..."
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Cited by 145 (11 self)
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While a large number of virtual reality applications, such as fluid flow analysis and molecular modeling, deal with simulated data, many newer applications attempt to recreate true reality as convincingly as possible. Building detailed models for such applications, which we call tele-reality, is a major bottleneck holding back their deployment. In this paper, we present techniques for automatically deriving realistic 2-D scenes and 3-D texture-mapped models from video sequences, which can help overcome this bottleneck. The fundamental technique we use is image mosaicing, i.e., the automatic alignment of multiple images into larger aggregates which are then used to represent portions of a 3-D scene. We begin with the easiest problems, those of flat scene and panoramic scene mosaicing, and progress to more complicated scenes, culminating in full 3-D models. We also present a number of novel applications based on tele-reality technology.
Navigating Static Environments Using Image-Space Simplification and Morphing
, 1997
"... We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation ..."
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Cited by 47 (4 self)
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We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation in the image space. Realtime performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint--dependent warping function. Our proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information by combining z-buffered environment maps from multiple viewpoints. CRCategories and Subject Descriptors: I.3.3 [Computer Graphics ]: Picture/Image Generation - Display Algorithms, Viewing Algorithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation, Texture; I.4.8 [Image Processing]: Scene Analysis - Range data. A...
Modeling the World from Internet Photo Collections
- INT J COMPUT VIS
, 2007
"... There are billions of photographs on the Internet, comprising the largest and most diverse photo collection ever assembled. How can computer vision researchers exploit this imagery? This paper explores this question from the standpoint of 3D scene modeling and visualization. We present structure-fro ..."
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Cited by 45 (1 self)
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There are billions of photographs on the Internet, comprising the largest and most diverse photo collection ever assembled. How can computer vision researchers exploit this imagery? This paper explores this question from the standpoint of 3D scene modeling and visualization. We present structure-from-motion and image-based rendering algorithms that operate on hundreds of images downloaded as a result of keyword-based image search queries like “Notre Dame ” or “Trevi Fountain.” This approach, which we call Photo Tourism, has enabled reconstructions of numerous well-known world sites. This paper presents these algorithms and results as a first step towards 3D modeling of the world’s well-photographed sites, cities, and landscapes from Internet imagery, and discusses key open problems and challenges for the research community.
A Video Retrieval and Sequencing System
- ACM Transactions on Information Systems
, 1995
"... Video is an effective medium for capturing the events in the real world around us. There exist a vast amount of video materials covering a wide range of applications. However, wide spread use of video in computer applications is often impeded by the lack of effective tools to manage video informatio ..."
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Cited by 41 (4 self)
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Video is an effective medium for capturing the events in the real world around us. There exist a vast amount of video materials covering a wide range of applications. However, wide spread use of video in computer applications is often impeded by the lack of effective tools to manage video information systematically. This paper discusses the design and implementation of a frame-based video retrieval and sequencing system (VRSS). The system is designed to support the entire process of video information management: segmenting, indexing, retrieving and sequencing of video data. A semi-automatic tool is developed to divide video sequence into meaningful shots. Each video shot is logged using text descriptions, audio dialogue and cinematic attributes. A twolayered concept-based model is used as the basis to accurately retrieve relevant video shots based on users' free-text query. A cinematic rule-based virtual editing tool is also developed to sequence the video shots retrieved for presentation within a specified time constraint. The system has been tested on a video documentary on the NUS engineering faculty. The results of video retrieval experiments are encouraging.
AVIARY - a generic virtual reality interface for real applications
- Virtual Reality Systems, chapter 15
, 1993
"... This paper introduces the work of the Advanced Interfaces Group at the University of Manchester, which is applying recent innovations in the field of human-computer interaction to important realworld applications, whose present human-computer interfaces are difficult and unnatural. We begin with an ..."
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Cited by 27 (5 self)
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This paper introduces the work of the Advanced Interfaces Group at the University of Manchester, which is applying recent innovations in the field of human-computer interaction to important realworld applications, whose present human-computer interfaces are difficult and unnatural. We begin with an analysis of the problems of existing interfaces, and present an overview of our proposed solution – AVIARY, the generic, hierarchical, extensible virtual world model. We describe a users’ conceptual model for AVIARY, implementation strategies for software and hardware, and the application of the model to specific real-world problems. 1
Walkthroughs of Complex Environments using Image-based Simplification
- COMPUTER AND GRAPHICS
, 1998
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Interactive browsing of 3D environment over the Internet
- in Proceedings SPIE Visual Communications and Image Processing VCIP-2001
, 2001
"... In this paper, we describe a system for wandering in a realistic environment over the Internet. The environment is captured by the concentric mosaic, compressed via the reference block coder (RBC), and accessed and delivered over the Internet through the virtual media (Vmedia) access protocol. Captu ..."
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Cited by 9 (5 self)
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In this paper, we describe a system for wandering in a realistic environment over the Internet. The environment is captured by the concentric mosaic, compressed via the reference block coder (RBC), and accessed and delivered over the Internet through the virtual media (Vmedia) access protocol. Capturing the environment through the concentric mosaic is easy. We mount a camera at the end of a level beam, and shoot images as the beam rotates. The huge dataset of the concentric mosaic is then compressed through the RBC, which is specifically designed for both high compression efficiency and just-intime (JIT) rendering. Through the JIT rendering function, only a portion of the RBC bitstream is accessed, decoded and rendered for each virtual view. A multimedia communication protocol – the Vmedia protocol, is then proposed to deliver the compressed concentric mosaic data over the Internet. Only the bitstream segments corresponding to the current view are streamed over the Internet. Moreover, the delivered bitstream segments are managed by a local Vmedia cache so that frequently used bitstream segments need not be streamed over the Internet repeatedly, and the Vmedia is able to handle a RBC bitstream larger than its memory capacity. A Vmedia concentric mosaic interactive browser is developed where the user can freely wander in a realistic environment, e.g., rotate around, walk forward/backward and sidestep, even under a tight bandwidth of 33.6 kbps.

