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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. |
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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.
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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. |




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.
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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. |