Computer Graphics and Visualization Lab

Department of Computer Science at Purdue University

Sea of Images

 

Summary
Visual simulation of large real-world environments is one of the grand challenges of computer graphics. Applications include remote education, virtual heritage, specialist training, electronic commerce, and entertainment. In this project, we present a “Sea of Images,” an image-based approach to providing interactive and photorealistic walkthroughs of complex indoor environments. Our strategy is to obtain a dense sampling of viewpoints in a large static environment with omnidirectional images. We use a motorized cart to capture omnidirectional images every few inches on an eye-height plane throughout an environment. We then compress and store the images in a multiresolution hierarchy suitable for real-time prefetching to produce interactive walkthroughs.  Finally, we render novel images for a simulated observer viewpoint using a feature-based warping algorithm. Our system acquires and preprocesses over 15,000 images covering more than 1000 square feet of environment space with the average distance from a random point on the eye-height plane to a captured image being 1.5 inches. The average capture and processing time is 7 hours. We demonstrate photorealistic walkthroughs of real-world environments reproducing specular reflections and occlusion effects while rendering 20-30 frames per second.

Omnidirectional camera used by our system.

Mobile robot used for acquiring sea of images

Fiducials and example planning system used to obtain images with a guaranteed pose accuracy.

Feature Globalization. (a) Using the edges of a 2D Delaunay triangulation of the image viewpoints, we track outwards from each source image along disjoint paths. (b) For a source image A, we detect features, such as f1,f2, and f3 and add them to the untracked list of features for that image. (c) Then, we iteratively track all untracked features to the next neighboring image B along each disjoint path. If a successfully tracked feature (such as f1 or f2) is within e of an existing feature in an image B, the pair (fi,gj) is potentially corresponded.

We show cylindrical projections reconstructed for a novel view of a captured environment using one of three methods. (a) Simply blending together neighboring references images. (b) Using a proxy to warp and blend reference images. (c) Using our approach that combines feature tracking with the construction and labeling of a correspondence graph, enabling correspondences over a wide range of viewpoints and producing high quality reconstructions without requiring dense depth information or a full 3D reconstruction.

Image Hierarchy and Compression. We use a spatial image hierarchy combined with a compression algorithm. Original images are extracted from the hierarchy by warping reference images and adding in the residual images.


Example Reconstructions: Images left- to-right show reconstructed images with specular highlights moving over the surface of the bronze plaques.

Example Reconstructions: Images show prefiltered multiresolution reconstructed images for a far-to-near movement of a virtual observer through the environment.

 

 

Captured vs. Reconstructed Comparison. (top) A captured omnidirectional image. (bottom) A reconstructed omnidirectional image for a novel viewpoint that is as far as possible from the surrounding images.



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