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277
Tour into the picture: Using a spidery mesh interface to make animation from a single image
, 1997
"... A new method called TIP (Tour Into the Picture) is presented for easily making animations from one 2D picture or photograph of a scene. In TIP, animation is created from the viewpoint of a camera which can be three-dimensionally "walked or flownthrough" the 2D picture or photograph ..."
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Cited by 145 (2 self)
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A new method called TIP (Tour Into the Picture) is presented for easily making animations from one 2D picture or photograph of a scene. In TIP, animation is created from the viewpoint of a camera which can be three-dimensionally "walked or flownthrough" the 2D picture or photograph. To make such animation, conventional computer vision techniques cannot be applied in the 3D modeling process for the scene, using only a single 2D image. Instead a spidery mesh is employed in our method to obtain a simple scene model from the 2D image of the scene using a graphical user interface. Animation is thus easily generated without the need of multiple 2D images. Unlike existing methods, our method is not intended to construct a precise 3D scene model. The scene model is rather simple, and not fully 3D-structured. The modeling process starts by specifying the vanishing point in the 2D image. The background in the scene model then consists of at most five rectangles, whereas hierarchical polygons are used as a model for each foreground object. Furthermore a virtual camera is moved around the 3D scene model, with the viewing angle being freely controlled. This process is easily and effectively performed using the spidery mesh interface. We have obtained a wide variety of animated scenes which demonstrate the efficiency of TIP.
Registration and Integration of Textured 3-D Data
- IMAGE AND VISION COMPUTING
, 1996
"... In general, multiple views are required to create a complete 3-D model of an object or a multiroomed indoor scene. In this work, we address the problem of merging multiple textured 3-D data sets, each of which corresponding to a different view of a scene or object. There are two steps to the merging ..."
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Cited by 106 (3 self)
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In general, multiple views are required to create a complete 3-D model of an object or a multiroomed indoor scene. In this work, we address the problem of merging multiple textured 3-D data sets, each of which corresponding to a different view of a scene or object. There are two steps to the merging process: registration and integration. Registration is the process by which data sets are brought into alignment. To this end, we use a modified version of the Iterative Closest Point algorithm (ICP); our version, which we call color ICP, considers not only 3-D information, but color as well. This has shown to have resulted in improved performance. Once the 3-D data sets have been registered, we then integrate them to produce a seamless, composite 3-D textured model. Our approach to integration uses a 3-D occupancy grid to represent likelihood of spatial occupancy through voting. The occupancy grid representation allows the incorporation of sensor modeling. The surface of the merged model i...
Survey of image-based representations and compression techniques
- IEEE TRANS. CIRCUITS SYST. VIDEO TECHNOL
, 2003
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Finding paths through the world’s photos
- In SIGGRAPH
, 2008
"... When a scene is photographed many times by different people, the viewpointsoftenclusteralongcertainpaths. Thesepathsarelargely specifictothescenebeingphotographed,andfollowinterestingregions and viewpoints. We seek to discover a range of such paths and turn them into controls for image-based renderi ..."
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Cited by 77 (9 self)
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When a scene is photographed many times by different people, the viewpointsoftenclusteralongcertainpaths. Thesepathsarelargely specifictothescenebeingphotographed,andfollowinterestingregions and viewpoints. We seek to discover a range of such paths and turn them into controls for image-based rendering. Our approach takes as input a large set of community or personal photos, reconstructscameraviewpoints,andautomaticallycomputesorbits, panoramas,canonicalviews,andoptimalpathsbetweenviews. The scene can then be interactively browsed in 3D using these controls or with six degree-of-freedom free-viewpoint control. As the userbrowsesthescene,nearbyviewsarecontinuouslyselectedand transformed,usingcontrol-adaptive reprojection techniques. 1
Visual Speech Synthesis by Morphing Visemes
, 1999
"... We present MikeTalk, a text-to-audiovisual speech synthesizer which converts input text into an audiovisual speech stream. MikeTalk is built using visemes, which are a small set of images spanning a large range of mouth shapes. The visemes are acquired from a recorded visual corpus of a human subjec ..."
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Cited by 72 (9 self)
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We present MikeTalk, a text-to-audiovisual speech synthesizer which converts input text into an audiovisual speech stream. MikeTalk is built using visemes, which are a small set of images spanning a large range of mouth shapes. The visemes are acquired from a recorded visual corpus of a human subject which is specifically designed to elicit one instantiation of each viseme. Using optical flow methods, correspondence from every viseme to every other viseme is computed automatically. By morphing along this correspondence, a smooth transition between viseme images may be generated. A complete visual utterance is constructed by concatenating viseme transitions. Finally, phoneme and timing information extracted from a text-to-speech synthesizer is exploited to determine which viseme transitions to use, and the rate at which the morphing process should occur. In this manner, we are able to synchronize the visual speech stream with the audio speech stream, and hence give the impression of a photorealistic talking face.
Time Critical Lumigraph Rendering
- IN SYMPOSIUM ON INTERACTIVE 3D GRAPHICS
, 1997
"... It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing a surface surrounding the object (or surrounding the empty space) [10, 8]. Methods to represent this ..."
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Cited by 59 (5 self)
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It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing a surface surrounding the object (or surrounding the empty space) [10, 8]. Methods to represent this function and quickly render individual images from this representation given an arbitrary cameras were also described. This paper extends the work outlined by Gortler et al [8] by demonstrating a taxonomy of methods to accelerate the rendering process by trading off quality for time. Given the specific limitation of a given hardware configuration, we discuss methods to tailor a critical time rendering strategy using these methods.
Image-Based Spatio-Temporal Modeling and View Interpolation of Dynamic Events
- TO APPEAR IN THE ACM TRANSACTIONS ON GRAPHICS
, 2005
"... We present an approach for modeling and rendering a dynamic, real-world event from an arbitrary viewpoint, and at any time, using images captured from multiple video cameras. The event is modeled as a non-rigidly varying dynamic scene, captured by many images from different viewpoints, at discrete t ..."
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Cited by 55 (1 self)
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We present an approach for modeling and rendering a dynamic, real-world event from an arbitrary viewpoint, and at any time, using images captured from multiple video cameras. The event is modeled as a non-rigidly varying dynamic scene, captured by many images from different viewpoints, at discrete times. First, the spatio-temporal geometric properties (shape and instantaneous motion) are computed. The view synthesis problem is then solved using a reverse mapping algorithm, ray-casting across space and time, to compute a novel image from any viewpoint in the 4D space of position and time. Results are shown on real-world events captured in the CMU 3D Room, by creating synthetic renderings of the event from novel, arbitrary positions in space and time. Multiple such re-created renderings can be put together to create re-timed fly-by movies of the event, with the resulting visual experience richer than that of a regular video clip, or switching between images from multiple cameras.
Spatio-temporal view interpolation
- In Proceedings of the 13th ACM Eurographics Workshop on Rendering
, 2002
"... We propose an algorithm for creating novel views of a non-rigidly varying dynamic event by combining images captured from different positions, at different times. The algorithm operates by combining images captured across space and time to compute voxel models of the scene shape at each time instant ..."
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Cited by 54 (5 self)
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We propose an algorithm for creating novel views of a non-rigidly varying dynamic event by combining images captured from different positions, at different times. The algorithm operates by combining images captured across space and time to compute voxel models of the scene shape at each time instant, and dense 3D scene flow between the voxel models (the non-rigid motion of every point in the scene). To interpolate in time the voxel models are “flowed ” using the appropriate scene flow and a smooth surface fit to the result. The novel image is then computed by ray-casting to the surface at the intermediate time, following the scene flow to the neighboring time instants, projecting into the input images at those times, and finally blending the results. We use the algorithm to create re-timed slow-motion fly-by
Match Propagation for Image-Based Modeling and Rendering
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2002
"... This paper presents a quasi-dense matching algorithm between images based on match propagation principle. The algorithm starts from a set of sparse seed matches, then propagates to the neighboring pixels by the best- rst strategy, and produces a quasidense disparity map. The quasi-dense matching ..."
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Cited by 50 (6 self)
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This paper presents a quasi-dense matching algorithm between images based on match propagation principle. The algorithm starts from a set of sparse seed matches, then propagates to the neighboring pixels by the best- rst strategy, and produces a quasidense disparity map. The quasi-dense matching aims at broad modeling and visualization applications which rely heavily on matching information. Our algorithm is robust to initial sparse match outliers due to the best- rst strategy; It is ecient in time and space as it is only output sensitive; It handles half-occluded areas because of the simultaneous enforcement of newly introduced discrete 2D gradient disparity limit and the uniqueness constraint. The properties of the algorithm are discussed and empirically demonstrated.