Presentation on theme: "Interactive Deformation of Light Fields Billy Chen, Marc Levoy Stanford University Eyal Ofek, Heung-Yeung Shum Microsoft Research Asia To appear in the."— Presentation transcript:
Interactive Deformation of Light Fields Billy Chen, Marc Levoy Stanford University Eyal Ofek, Heung-Yeung Shum Microsoft Research Asia To appear in the Symposium on Interactive 3D Graphics and Games (I3D) 2005 conference proceedings
Abstract We present a software pipeline that enables an animator to deform light fields. Our pipeline consists of three stages. -splitting the light field into sub-light fields -deforming each one -rendering them together We demonstrate our deformation pipeline using synthetic and photographically acquired light fields.
Introduction A light field enables photo-realistic rendering of objects and scenes without knowing their geometry [Levoy and Hanrahan 1996]. The ability to deform an object has many uses, including modeling and animation. In this paper we describe such a technique for deforming light fields.
Introduction Figure 1: Light field deformation enables an animator to interactively deform photo-realistic objects.
Introduction-our method With each 3D subvolume we associate a subset of the light field, namely those rays that intersect objects lying inside that subvolume. We assume that subvolumes are rectangular parallelepipeds, and we henceforth refer to them as deformation boxes or simply boxes. Stage 1:splitting the light field into sub-light fields Figure 2: An illustration of a sub-light field.
Introduction-our method The animator species the deformation by moving the vertices of the corresponding box. We then apply a 3D warp that maps the undeformed box to a deformed one, transforming the rays associated with that box. Stage 2: a deformation is applied to each sub-light field. Figure 3: The left image shows an undeformed box (in black) and several rays (pink arrows).
Introduction-our method Stage 3: rendering them together The deformed sub-light fields are joined together and rendered using a technique that preserves the occlusion ordering of the subvolumes.
Coaxial light fields [Levoy and Hanrahan 1996] defines the 4D light field as radiance along rays as a function of position and direction in a scene under fixed lighting. [Debevec et al. 2000] defines the 4D reflectance field as radiance along a particular 2D set of rays, i.e. a fixed view of the world, as a function of (2D) direction to the light source.
Coaxial light fields If one could capture an object under both changing viewpoint and changing illumination, one would have an 8D function (recently captured by [Goesele et al. 2004]). We define a different 4D slice, which we call the coaxial light field. We capture different views of an object, but with the light source fixed to the camera as it moves.
Figure 4: The top two images are from a simulated coaxial light field. Figure 5: As in Figure 4, the top two images are images from a simulated light field.
Coaxial light fields The advantage of coaxial viewing and illumination is that it ensures the correct appearance of objects under deformation, even though no geometry has been captured. This technique has several limitations. – First, the object must be diffuse; specular highlights will look reasonable when deformed, but they will not be correct. – Second, perfectly coaxial lighting contains no shadows.
Splitting the light field The purpose of splitting a light field is so that each sub-light field can undergo a different deformation. We define a sub-light field as a collection of two objects: – a bundle of rays – an associated deformation box. Our goal is to associate a deformation box for each ray bundle.
Splitting the light field For light fields from synthetic data Creating ray bundles is straightforward, since the object geometry is known. First, we split the triangle mesh algorithmically into parts. Then, in 3D, we place a deformation box over each sub-mesh. We color each submesh with a different color and capture a light field of the object.
Splitting the light field Figure 6 : shows one view of the colored mesh and the associated deformation boxes. The fish is split into three sub-light fields, each bounded by a deformation box. In this view, the rays belonging to each sub-light field are color coded. The three parts of the fish can now undergo independent warps.
Splitting the light field For light fields from captured data In the simplest case, scan lines in the images can be used to segment the light field into ray bundles. For example, in Figure 1 This would allow us to rotate only the statue's head while applying a different deformation to its body.
Projector-based segmentation of light fields To alleviate these restrictions, one can use video projectors to designate the ray bundles. To segment our light field of the teddy bear we actually capture three light fields: – 1) a coaxially illuminated one used for rendering, – 2) a light field under color-coded illumination from multiple projectors – 3) one under floodlit illumination from the same projectors.
Projector-based segmentation of light fields The camera (A) rotates in a circle in the horizontal plane. One light (B). Two projectors (C, only one shown) are placed above and outside of the gantry and illuminate the object (D). Figure 8: Using the Stanford Spherical Gantry
Projector-based segmentation of light fields Figure 7: Segmenting a teddy bear light field by using projector illumination. Also shows image B’ for one camera's view of the teddy bear light field.
Projector-based segmentation of light fields The image that each projector emits is created by hand. A person sits at a computer that has two video outputs. – One output is shown on a standard CRT monitor. – The other output is displayed through a projector, aimed at the teddy bear. We use two projectors aimed at the teddy bear's front and back respectively.
Projector-based segmentation of light fields Another one is acquired under floodlit illumination from the projectors. These images are used to normalize the data from the colored light field. Normalization is computed by the following equation: W is the floodlit image (8 bits per channel) B is the colored image B’ is the normalized color image
Projector-based segmentation of light fields Finally, deformation boxes are created to surround colored regions of the object in the light field. We first construct boxes in 3D using a modeling program like 3D Studio Max. Then, we project the boxes onto each camera's view and verify that these projections encompass the pixels that have the associated color.
Projector-based segmentation of light fields We specified ray bundles using projectors, then associated a deformation box to each bundle. An alternative approach would be to first specify the deformation boxes and then associate ray bundles to each box. One way to do this would be to specify a box in 3D and project it onto each view in the captured light field.
Deformation By warping the rays, the visual effect is as if we had deformed the object. We represent a ray in the light field by two points on its path. The deformation function warps these two points and produces a new ray that goes through them. Figure 9: Warping a ray. Below, is a conceptual illustration of the deformed boxes, the piecewise-linear deformed ray (shown in red).
Deformation We define a deformation box C as a set of eight 3D points. The animator can move any subset of C to form Cw, a set of eight warped points. The deformation D is thus a 3D function mapping C to Cw. We assume the animator does not move points to form self-intersecting polytopes.
Deformation While there are many ways to define such a deformation, any such formulation should satisfy the following three criteria: 1. D must map C to Cw 2. D must maintain C 0 continuity across deformation boxes sharing adjacent faces 3. straight lines should be preserved We implemented a deformation technique using trilinear coordinates that satisfies the above criteria and is fast and easy to compute.
Deformation Warping with trilinear coordinates for any 3D point p, we can define it in terms of three interpolation coordinates, u, v, and w. By trilinearly interpolating across the volume, p can be described in terms of the interpolation coordinates and the 8 vertices of the cube: c i are the vertices of the cube
Deformation [Warren et al. ] present a technique for convex polytopes which reduces to the same formulation in the rectilinear case. In general, this transformation satisfies criteria 1 and 2, but is not linear. We use it to warp rays by transforming the entry and exit points of a ray with respect to its associated deformation box. In addition, the warp is well defined as long as the deformation box does not self intersect.
Joining and rendering We present a description of our rendering algorithm that solves this visibility problem. Each view ray, vi, it is partitioned into segments by the deformation boxes. Let l1,…, ln be the segments along vi traversed in the forward direction. We warp l1 with the inverse deformation and call this warped ray segment w1. s1 is the value of w1 when rendering using the colored light field. t1 is the value of w1 when rendering using the coaxial light field.
Figure 10: Rendering a view ray. The left pair of images show the boxes before and after deformation.
Inverse ray warping To obtain the rays, wi, that are used in the above algorithm, we apply the inverse deformation on the ray segments li. In practice, evaluating the inverse is time consuming, so we use interpolation to approximate the inverse point. We use a hardware accelerated texture- mapping approach to quickly interpolate among the forward-warped 3D points.
Light field rendering We use a cylindrical light field parameterization (CLF) that is well suited for inward-looking light fields having large viewing angle and limited vertical parallax. Figure 12: Rendering from a cylindrical light field. r : a deformed view ray. m : the intersection point between r and the cylinder. a, b : the nearest cameras to m. p : a focal plane which is orthogonal to r. x : intersect r with p and project this point. a' and b‘ : onto the image planes of the nearest cameras.
Results Figure 13: Deforming a fish with three independent deformations. The middle box is being warped, while the front box (the head) and the back box (the tail) are rotated according to the bending of the middle box.
Results Figure 14: A deformation on a teddy bear. (a)shows a view of the original captured light field. (b) shows a deformation in which the head, arms and legs are all bended or twisted independently. (c) shows the deformation boxes used to specify the motion of the teddy bear.
Discussion and Future work We have presented a pipeline for deforming and rendering light fields. By splitting, deforming and joining sub-light fields, we can apply global and local deformation to photorealistic objects. In particular, it allows an animator to use key- frame interpolation of deformations in order to produce a light field animation.
Discussion and Future work There are limitations to deforming light fields. First, there is a trade-off between modeling effort and the level of animation control. Second, when splitting a light field, we assume there is a one-to-one mapping of rays to deformation boxes.
Discussion and Future work Our ray-warping algorithm has some limitations. To generate twist a box or taper, the animator needs to approximate the bending by further tessellating the light field into smaller boxes. An interesting extension of this work is to try to estimate the minimum necessary tessellation of a light field to perform a given transformation, with minimal of the object geometry.
Discussion and Future work We introduced the coaxial light field, where the illumination is fixed near the camera as it moves. This has the limitation that shadows are reduced and that the image appears unnatural.