A visibility algorithm for hybrid geometry- and image-based modeling and rendering
Hybrid geometry- and image-based modeling and rendering systems use photographs taken of a real-world environment and mapped onto the surfaces of a 3D model to achieve photorealism and visual complexity in synthetic images rendered from arbitrary viewpoints. A primary challenge in these systems is t...
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| Published in: | Computers & graphics Vol. 23; no. 5; pp. 719 - 728 |
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| Main Author: | |
| Format: | Journal Article |
| Language: | English |
| Published: |
Elsevier Ltd
1999
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| ISSN: | 0097-8493, 1873-7684 |
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| Abstract | Hybrid geometry- and image-based modeling and rendering systems use photographs taken of a real-world environment and mapped onto the surfaces of a 3D model to achieve photorealism and visual complexity in synthetic images rendered from arbitrary viewpoints. A primary challenge in these systems is to develop algorithms that map the pixels of each photograph efficiently onto the appropriate surfaces of a 3D model, a classical visible surface determination problem. This paper describes an object-space algorithm for computing a visibility map for a set of polygons for a given camera viewpoint. The algorithm traces pyramidal beams from each camera viewpoint through a spatial data structure representing a polyhedral convex decomposition of space containing cell, face, edge and vertex adjacencies. Beam intersections are computed only for the polygonal faces on the boundary of each traversed cell, and thus the algorithm is output-sensitive. The algorithm also supports efficient determination of silhouette edges, which allows an image-based modeling and rendering system to avoid mapping pixels along edges whose colors are the result of averaging over several disjoint surfaces. Results reported for several 3D models indicate the method is well suited for large, densely occluded virtual environments, such as building interiors. |
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| AbstractList | Hybrid geometry- and image-based modeling and rendering systems use photographs taken of a real-world environment and mapped onto the surfaces of a 3D model to achieve photorealism and visual complexity in synthetic images rendered from arbitrary viewpoints. A primary challenge in these systems is to develop algorithms that map the pixels of each photograph efficiently onto the appropriate surfaces of a 3D model, a classical visible surface determination problem. This paper describes an object-space algorithm for computing a visibility map for a set of polygons for a given camera viewpoint. The algorithm traces pyramidal beams from each camera viewpoint through a spatial data structure representing a polyhedral convex decomposition of space containing cell, face, edge and vertex adjacencies. Beam intersections are computed only for the polygonal faces on the boundary of each traversed cell, and thus the algorithm is output-sensitive. The algorithm also supports efficient determination of silhouette edges, which allows an image-based modeling and rendering system to avoid mapping pixels along edges whose colors are the result of averaging over several disjoint surfaces. Results reported for several 3D models indicate the method is well suited for large, densely occluded virtual environments, such as building interiors. |
| Author | Funkhouser, Thomas A |
| Author_xml | – sequence: 1 givenname: Thomas A surname: Funkhouser fullname: Funkhouser, Thomas A organization: Department of Computer Science, Princeton University, 35 Olden Street, Princeton NJ 08540, USA |
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| CitedBy_id | crossref_primary_10_1016_j_autcon_2004_04_009 crossref_primary_10_1121_1_1641020 crossref_primary_10_1016_j_apacoust_2007_11_011 |
| Cites_doi | 10.1145/356625.356626 10.1142/S0218195994000185 10.1093/comjnl/14.3.232 10.1007/BF01553877 10.1109/VRAIS.1993.380745 10.1007/978-3-7091-6453-2_10 10.1145/800193.569954 10.1145/166117.166153 10.1145/237170.237191 10.1109/CVPR.1998.698707 10.1109/MCG.1986.276658 10.1145/10515.10544 10.1145/800031.808588 10.1145/199404.199432 10.1145/280814.280818 10.1145/965105.807465 10.1145/357332.357335 10.1145/218380.218398 10.1145/237170.237199 10.1109/38.403826 10.1145/304893.304911 10.1145/218380.218395 10.1145/965105.807481 10.1016/1047-3203(91)90023-9 10.1145/27625.27627 10.1145/280814.280882 10.1145/360349.360353 10.1145/237170.237200 |
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| Keywords | Beam tracing Image-based rendering Visibility map |
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| References_xml | – reference: Chen SE, Williams L. View interpolation for image synthesis. In Kajia JT, editor. Computer Graphics (SIGGRAPH '93 Proceedings), vol. 27, August 1993, p. 279–288. – reference: Warnock J. A hidden-surface algorithm for computer generaed half-tone pictures. Technical Report TR 4-15, NTIS AD-733 671, University of Utah, Computer Science Department, 1969. – reference: Gortler SJ, Grzeszczuk R, Szeliski R, Cohen MF. The lumigraph. In: Rushmeier H, editor. SIGGRAPH 96 Conference Proccedings, Annual Conference Series, ACM SIGGRAPH, held in New Orleans, Louisiana, 04–09 August 1996, Addison-Wesley, Reading, MA, p. 43–54. – reference: Shade JW, Gortler SJ, He L, Szeliski R. Layered depth images. SIGGRAPH 98 Conference Proceedings, Annual Conference Series, ACM SIGGRAPH, Addison-Wesley, Reading, MA, July 1998, p. 231–42. – reference: Schmitt A. On the time and space complexity of certain exact hidden line algorithms. Report 24/81, Fakultät Inform., Univ. Karlsruhe, Karlsruhe, West Germany, 1981. – reference: Dévai F. Quadratic bounds for hidden line elimination. Proceedings of the Second Annual ACM Symposium Computer. Geometry 1986, p. 269–75. – reference: Homes M. www.modernhomes.com/demo.html,1999. – reference: Debevec PE, Taylor CJ, Malik J. Modelling and rendering architecture from photographs: A hybrid geometry- and image-based approach. Holly Rushmeier, editor, SIGGRAPH 96 Conference Proceedings, Annual Conference Series. ACM SIGGRAPH, Addison-Wesley, Reading, MA, held in New Orleans, Louisiana, 04–09 August 1996, p. 11–20. – reference: Newell ME, Newell RG, Sancha TL. A new approach to the shaded picture problem. 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Computer Graphics (SIGGRAPH '77 Proceedings) – reference: McMillan L, Bishop G. Plenoptic modeling: an image-based rendering system. In: Cook R, editor. SIGGRAPH 95 Conference Proceedings, Annual Conference Series, ACM SIGGRAPH, Addison-Wesley, Reading, MA, held in Los Angeles, California, 06–11 August 1995, p. 39–46. – reference: Levoy M, Hanrahan P. Light field rendering. In: Rushmeier H, editor. SIGGRAPH 96 Conference Proceedings, Annual Conference Series, ACM SIGGRAPH, Addison-Wesley, Reading, MA, held in New Orleans, Louisiana, 04–09 August 1996, p. 31–42. – volume: 6 start-page: 1 year: 1974 end-page: 55 ident: BIB19 article-title: A characterization of ten hidden surface algorithms publication-title: ACM Computing Surveys – reference: Calvin J, Dickens A, Gaines B, Metzger P, Miller D, Owen D. The simnet virtual world architecture. Proceedings of the IEEE Virtual Reality Annual International Symposium, September 1993, p. 450–55. – reference: id Software. Quake, 1996. – volume: 19 start-page: 542 year: 1976 end-page: 546 ident: BIB7 article-title: Texture and reflection in computer generated images publication-title: Communications of the ACM – reference: Funkhouser TA, Carlbom I, Elko G, Pingali G, Sondhi M, West J. A beam tracing approach to acoustic modeling for interactive virtual environments. SIGGRAPH 98 Conference Proceedings, Annual Conference Series, ACM SIGGRAPH, Addison-Wesley, Reading, MA, July 1998, p. 21–32. – reference: Fortune S. Topological beam tracing. Proceedings of the ACM Symposium on Computational Geometry, 1999, p. 59–68. – reference: Jepson W, Ligget R, Friedman S. An environment for real-time urban simulation. In: Hanrahan P, Winget J, editors. 1995 Symposium on Interactive 3D Graphics, ACM SIGGRAPH, April 1995, p. 165–6. ISBN 0-89791-736-7. – volume: 4 start-page: 3 year: 1989 end-page: 32 ident: BIB36 article-title: Primitives for the manipulation of three-dimensional subdivisions publication-title: Algorithmica – reference: Heckbert PS, Hanrahan P. Beam tracing polygonal objects. In: Christiansen H, editor. Computer Graphics (SIGGRAPH '84 Proceedings), vol. 18, July 1984, p. 119–27. – volume: 3 start-page: 52 year: 1984 end-page: 69 ident: BIB29 article-title: Improved computational methods for ray tracing publication-title: ACM Transactions on Graphics – reference: Debevec PE, Yu Y, Borshukov GD. Efficient view-dependent image-based rendering with projective texture-mapping. Eurographics Rendering Workshop, June 1998, p. 105–116. – reference: Fuchs H, Kedem ZM, Naylor BF. On Visible Surface Generation by a Priori Tree Structures, vol. 14, July 1980, p. 124–33. – reference: Debevec P, Gortler S. Image-based modeling and rendering. SIGGRAPH 98 Course Notes. ACM SIGGRAPH, Addison-Wesley, Reading, MA, July 1998. – reference: Naylor BF. Partitioning tree image representation and generation from 3D geometric models. Proceedings of Graphics Interface '92, May 1992, p. 201–12. – reference: Teller S. Visibility Computations in Densely Occluded Polyhedral Environments. PhD thesis, (Also TR UCB/CSD 92/708) CS Dept., UC Berkeley, 1992. – reference: Catmull EE. A subdivision algorithm for computer display of curved surfaces. PhD thesis, Dept. of CS, U. of Utah, December 1974. – reference: Naylor B. Constructing good partition trees. Proceedings of Graphics Interface '93, Toronto, Ontario, Canada, May 1993, Canadian Information Processing Society, p. 181–91. – reference: Coorg S. Pose imagery and automated 3-D modeling of urban environmentes. Ph.D. thesis, Dept. of Electrical Engineering and Computer Science, Massachusetts Institute of Technology, September 1998. – reference: Baumgart BG. Geometric modeling for computer vision. 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| Title | A visibility algorithm for hybrid geometry- and image-based modeling and rendering |
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