Workshop on Image-Based Graphics
March 7-8, 2006
IMPA
Organizers: Paulo Cezar Carvalho and Luiz Velho
Sponsored by
Instituto do Milenio - AGIMB
Tuesday, March 7 (1:00 - 5:00)
- 13:00 - Opening
- Luiz Velho and Paulo Carvalho, IMPA
- 13:30 -
Modeling and Real-Time Rendering of Surface Details Using Relief Mapping
- Manuel Oliveira, UFRGS
- 15:00 -
Correspondences for Vision and Graphics
- Siome Klein Goldenstein, UNICAMP
Wednesday, March 8 (10:30 - 5:00)
- 10:30 -
Real time 3D video using (b,s)-BCSL code
- Marcelo Bernardes, UFJF
- 13:30 -
(Re-)Visiting Two Vison Problems
- Michael Goesele, University of Washington
- 15:00 - Panel: Perspectives on Image-Based Graphics
- All speakers
* All sessions will be held at IMPA, Auditorio 1
Modeling and Real-Time Rendering of Surface Details Using Relief Mapping
Manuel Oliveira, UFRGS
I will present three related image-based techniques for mapping surface
details to polygonal models. First, I will describe a technique for
mapping relief textures onto arbitrary polygonal models in real time. In
this approach, the mapping of the relief data is done in tangent space.
As a result, it can be applied to polygonal representations of curved
surfaces producing correct self-occlusions, interpenetrations, shadows
and per-pixel lighting effects. The approach can be used to consistently
add surface details to geometric models undergoing deformations, such as
in the case of animated characters commonly found in games. The
technique uses an inverse formulation (i.e., pixel driven) based on an
efficient ray-height-field intersection algorithm implemented on the
GPU. It supports extreme close-up views of the surfaces, mip mapping and
anisotropic texture filtering. Also, contrary to high-dimensional
representations of surface details, the low memory requirements of the
proposed technique do not restrict its use to tiled textures.
Next, I will show how to extend this first technique to render correct
silhouettes. For this, each vertex of the polygonal model is enhanced
with two coefficients representing a quadric surface that locally
approximates the object's geometry at the vertex. Such coefficients are
computed during a pre-processing stage using least-squares fitting and
are interpolated during rasterization. Thus, each fragment contributes a
quadric surface for a piecewise-quadric object-representation that is
used to produce correct renderings of geometrically-detailed surfaces
and silhouettes.
In the end, I will show how to extend the previous techniques to support
the mapping of non-height-field surface details. It generalizes the
notion of relief mapping to support multiple layers. This technique can
also be used to render realistic impostors of 3D objects that can be
viewed from close proximity and from a wide angular range. Contrary to
traditional impostors, these new one-polygon representations can be
observed from both sides, producing correct parallax and views that are
consistent with the observation of the 3D geometry they represent.
This work was done in collaboration with Fabio Policarpo and Joao Comba
Correspondences for Vision and Graphics
Siome Klein Goldenstein, UNICAMP
Nesta palestra, abordamos a importancia do problema de
estabelecer correspondencias entre imagens tanto para visao
como para computacao grafica.
Classificamos os tipos de situacoes para o calculo das
correspondencias, e analisamos tres tecnicas ja estabelecidas
para sua determinacao. Distinguimos os erros de precisao e erros
grosseiros e como os aplicativos podem contorna-los.
Finalmente, descrevemos e validamos o UKLT, uma nova tecnica facil de
implementar e utilizar que desenvolvemos recentemente.
Alem de calcular correspondencias, o UKL prove melhor informacao a
respeito da precisao e elimina de forma mais eficiente erros
grosseiros (outliers).
Real time 3D video using (b,s)-BCSL code
Marcelo Bernardes, UFJF
To be announced.
(Re-)Visiting Two Vison Problems
Michael Goesele, University of Washington
I will present results from two recent projects:
First, I will describe a simple and robust method for surface
mesostructure acquisition. The method builds on the observation that
specular reflection is a reliable visual cue for surface
mesostructure perception. In contrast to most photometric stereo
methods, which take specularities as outliers and discard them, the
proposed progressive acquisition system captures a dense specularity
field as the only information for mesostructure reconstruction. The
method can efficiently recover surfaces with fine-scale geometric
details from complex real-world objects with a wide variety of
reflection properties, including translucent, low albedo, and highly
specular objects.
In the second part of the talk, I will present an extremely simple
yet robust multi-view stereo algorithm and analyze its properties.
The algorithm first computes individual depth maps using a
window-based voting approach that returns only good matches. The
depth maps are then merged into a single mesh using a
straightforward volumetric approach. I will present results for
several datasets, showing accuracy comparable to the best of the
current state of the art and rivaling more complex algorithms.