Automatic View Selection Using Viewpoint Entropy and its Application to Image-Based Modelling

In the last decade a new family of methods, namely Image‐Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. This allows to obtain realistic renderings even with modest resources. The main...

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Vydáno v:Computer graphics forum Ročník 22; číslo 4; s. 689 - 700
Hlavní autoři: Vázquez, Pere-Pau, Feixas, Miquel, Sbert, Mateu, Heidrich, Wolfgang
Médium: Journal Article Publikace
Jazyk:angličtina
Vydáno: Oxford, UK and Boston, USA Blackwell Publishing, Inc 01.12.2003
North Holland
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ISSN:0167-7055, 1467-8659
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Shrnutí:In the last decade a new family of methods, namely Image‐Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. This allows to obtain realistic renderings even with modest resources. The main problem is the amount of data needed, mainly due to the high redundancy and the high computational cost of capture. In this paper we present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image‐Based Rendering. The input is a 3D polyhedral model including textures and the output is a set of views that sample all visible polygons at an appropriate rate. The viewpoints should cover all visible polygons with an adequate quality, so that we sample the polygons at sufficient rate. This permits to avoid the excessive redundancy of the data existing in several other approaches. We also reduce the cost of the capturing process, as the number of actually computed reference views decreases. The localization of interesting viewpoints is performed with the aid of an information theory‐based measure, dubbed viewpoint entropy. This measure is used to determine the amount of information seen from a viewpoint. Next we develop a greedy algorithm to minimize the number of images needed to represent a scene. In contrast to other approaches, our system uses a special preprocess for textures to avoid artifacts appearing in partially occluded textured polygons. Therefore no visible detail of these images is lost. ACM CSS: I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism
Bibliografie:ark:/67375/WNG-MP6L6BHD-S
istex:7388A4C1755C49114380A81E2E8FFDC5084022A0
ArticleID:CGF717
ObjectType-Article-2
SourceType-Scholarly Journals-1
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ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2003.00717.x