Conference Paper

An Image-Based Scene Representation and Rendering Framework Incorporating Multiple Representations.

Conference: Proceedings of the Vision, Modeling, and Visualization Conference 2003 (VMV 2003), München, Germany, November 19-21, 2003
Source: DBLP

ABSTRACT A variety of image-based scene representations like light fields, concentric mosaics, panoramas, and omnidirectional video have been proposed in the past years. These image-based scene represen- tations provide photorealistic interactive user navigation in a 3D scene. As the trade-off between acquisition complexity, freedom of movement and rendering quality differs for the diverse tech- niques, the most efficient scene representation and rendering technique should be selected with re- spect to scene content and complexity. Splitting a scene into partial representations which are adapted to local requirements is pro- posed in this paper. Besides meaningful restric- tions to user movement, the transition between different image-based scene representations is addressed to provide an efficient image based walkthrough for large and complex scenes. We identify rendering parameters to achieve a seam- less transition between different representations and present results for stitching together concen- tric mosaics, omnidirectional video and light fields.

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    ABSTRACT: In this paper, we present a novel image-based rendering technique, which we call manifold hopping. Our technique provides users with perceptually continuous navigation by using only a small number of strategically sampled manifold mosaics or multiperspective panoramas. Manifold hopping has two modes of navigation: moving continuously along any manifold, and discretely between manifolds. An important feature of manifold hopping is that significant data reduction can be achieved without sacrificing output visual fidelity, by carefully adjusting the hopping intervals. A novel view along the manifold is rendered by locally warping a single manifold mosaic using a constant depth assumption, without the need for accurate depth or feature correspondence. The rendering errors caused by manifold hopping can be analyzed in the signed Hough ray space. Experiments with real data demonstrate that we can navigate smoothly in a virtual environment with as little as 88k data compressed from 11 concentric mosaics.
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