Dynamic View Morphing • performs view interpolation of dynamic scenes Expanded Theory • orthography • methods for finding camera-to-camera transformation • virtual camera not restricted to line connecting original cameras • “weak rectification” is sufficient for physical realism • appearance of straight-line motion without camera-to-camera transformation motion from time=0 to time=1, as seen through A For Orthographic Projection physically correct straight-line motion (because motion vectors aligned) constant-velocity motion (because motion vectors identical) For Perspective Projection • IF first make image planes parallel to: – motion of object, and – each other • THEN orthographic results apply • condition above is “weak rectification” A time = 0 B time = 1 camera views related by fundamental matrix F time = 1 time = 0 A B camera views still related by same fundamental matrix F A time = 0 B time = 1 A B each object W has its own fundamental matrix FW Camera-to-camera transformation • denoted TAB • once known, view interpolations portray “constant velocity” motion • potential for model building Finding TAB • can be determined from fundamental matrices for two distinct objects • can be determined from four conjugate directions • can be approximated from two conjugate directions Layering Static Objects •improves sense of object rigidity static “table, walls, and floor” object gets broken into two pieces Environment Map Morphing time=0.0 time=0.4 time=1.0 Environment Map • “environment map” or “panoramic mosaic” or “plenoptic function”: all the light that reaches a given point in space at an instant in time Environment Map Morphing • View morphing of entire environment maps – uncalibrated cameras – sparse correspondences – widely separated views • In particular, view morphing with – camera moving towards scene – object’s vanishing point in view Interpolating Augmented Views Benefits • placing synthetic object over real object – segmentation – point correspondences – camera-to-camera transformation – added realism: moving parts, shadows, transparency, don’t morph synthetic object – can also use real object views instead of a synthetic object Benefits • automation – by matching edges, computer can place model automatically – all previous benefits become automated • scenario visualization – combine synthetic objects with real scenes to create new scenarios DONE Layering Static Objects • greatly improves sense of object solidity static “table, walls, and floor” object gets broken into two pieces A B each object W has its own fundamental matrix FW Environment Map Morphing • view morphing for environment maps time=0.0 time=0.4 time=1.0 Analogous to View Morphing View Morphing Environment Map Morphing • rectify image planes • interpolate conjugate points • use interpolated points to guide morphing algorithm • rectify image cylinders • interpolate conjugate points • use interpolated points to guide morphing algorithm locate conjugate points view morphing environment map morphing rectify image planes rectify image cylinders interpolate conjugate points Morph* based on interpolated points *cylinder-based morph needed for environment maps z = 1 “image plane” y2 + z2 = 1 “image cylinder” Environment Map Morphing • (STEP 1) find fundamental matrix • (STEP 2) “strongly rectify” the views that is, make TBA = a b c 0 1 0 0 0 1 then notice that, for any point in space, camera A and camera B will give the same y and z coordinates Environment Map Morphing • (STEP 3) project environment map onto “image cylinder” (a.k.a “pipe”) this is the cylinder y2 + z2 = 1 • (STEP 4) interpolate conjugate points and morph cylinder y2 + z2 = 1 TBA x B after applying TBA A and B = A Outline • layering; static scenes, improvement • orthography • generalization of math for view morphing • making objects appear to follow line • Tab and how to find Underlying Mathematics • “weak” rectification: image planes parallel • virtual movement not restricted to line Orthography • long-distance photography • no prewarps needed! (physical correctness) • straight-line motion by aligning directions Preconditions/Output Appearance of Straight-line Motion Orthographic Projection physically correct straight-line motion constant-velocity motion A B TBA x B = A t=1 t=0 B took this view A took this view after applying TBA A and B A B physically correct straight-line motion constant-velocity motion