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Image-Based Visual Hulls
Image-Based Visual Hulls
• Virtualized Reality
(Rander’97, Kanade’97, Narayanan’98)
• Visual Hull
(Laurentini’94)
• Volume Carving
(Potmesil’87, Szeliski’93, Seitz’97)
• CSG Rendering
(Goldfeather’86, Rappoport’97)
• Image-Based Rendering
(McMillan’95, Debevec’96, Debevec’98)
Contributions
• View-dependent image-based
visual hull representation
• Efficient algorithm for rendering the visual
hull
• Efficient algorithm computing visibility
• A real-time system
What is a Visual Hull?
Why use a Visual Hull?
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Rendering Visual Hulls
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Build then Sample
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Build then Sample
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Build then Sample
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Build then Sample
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Build then Sample
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Sample Directly
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Sample Directly
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Sample Directly
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Sample Directly
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Sample Directly
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Sample Directly
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Sample Directly
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Sample Directly
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Image-Based Computation
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Desired
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Observation
Desired
Reference
Binning
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Binning
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Binning
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Binning
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Binning
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Binning
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Binning
Bin 2
Epipole
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Binning
Bin 2
Epipole
Bin 3
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Bin 5
Scanning
Bin 1
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Scanning
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Scanning
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Scanning
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Scanning
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Scanning
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Coarse-to-Fine Sampling
IBVH Results
• A view-dependent strategy
Visibility Algorithm
Visibility in 2D
Front-most Points
Visible
Coverage Mask
Visible
Coverage Mask
Visible
Coverage Mask
Not Visible
Coverage Mask
Coverage Mask
Visible
Coverage Mask
Coverage Mask
Not Visible
Coverage Mask
Server
(4x 500 Mhz)
System
Trigger Signal
Server
(4x 500 Mhz)
System
Server
(4x 500 Mhz)
System
Compressed video
Server
(4x 500 Mhz)
System
Intersection
Server
(4x 500 Mhz)
System
Visibility
Server
(4x 500 Mhz)
System
Shading
Server
(4x 500 Mhz)
More IBVH Results
Future Work
• 3D teleconferencing
• Distributed computation
• Virtual sets
• Post-production camera effects
• Mixed reality
Summary