Research Summary

A long standing goal of computer graphics has been to create "interesting" images. Traditionally the input to the graphics system is a scene consisiting of geometric primitives, composed of different materials and a set of light sources. A relatively recent and alternate technique, Image based Modeling and Rendering (IBMR) has emerged for creation of photorealistic images. The goal of image-based modeling and rendering is to capture a scene from pre-acquired imagery and construct a sufficient model to allow realistic rendering of novel views. There are several advantages to this approach:

My research interests lie at this exciting confluence of Computer Graphics and Computer Vision, where they reinforce each other to achieve realism in both analyzing and synthesizing the beautiful visual world surrounding us. I am particularly interested to understand the complex way in which the appearance of real or virtual world objects changes under variable illumination, viewpoint and pose. To this end, I strive to develop novel and efficient algorithms to better extract, represent and regenerate visual information from photographs/images.




Thesis Abstract

The inherent rigidity of Image-based Rendering (IBR) techniques, i.e., images once captured cannot be modified is a major limitation which cannot satisfy computer graphics needs. Our goal is to push this limit and provide novel scene synthesis beginning only with images of the scene as input.
To this end, we propose techniques to introduce dynamics into Image based Rendering techniques. In any IBR model, there exists two aspects, the scene (whose image is captured) and the viewpoint (from which the image is captured). The possibility of novelty in "scene synthesis" therefore lies in both these two aspects. Specifically,

  1. Image-based Relighting (IBRL): IBRL techniques capture reference images of a scene/object under a set of illumination conditions; and then use them to synthetically generate an image of the scene under novel illumination configurations. However, to ensure visual fidelity, a huge number of images need to be captured resulting in a drastic increase in the storage and computational requirements. We propose an efficient novel two-stage algorithm which produces realistic renderings.

  2. Environment Matting (EM): EM refers to discovering the complex illumination effects emanating from the interaction of the environment with a transparent object. Prior techniques use a large number of (monochrome/two-tone) probing images to extract the matte. We propose an efficient EM technique which uses multiple colors as cues, and uses a holistic cube as the environment.

  3. Object Pose: Traditionally, creating animations using only images either meant 2D sketch animation or, synthesizing, from videos of a moving object, a similar motion sequence of the object in any environment. The knowledge of the desired motion of the object is a prerequisite. We present a technique to create realistic animation sequences of an object moving along any arbitrary path in any specified environment given only images of the static object.

  4. Viewpoint: Generating detailed views of a scene from novel viewpoints, once authentic imagery of the scene has been acquired using a camera gantry, or a handheld camera, is a standard requirement for computer graphics. Moving from static novel images, a walkthrough or a camera walk through the implied virtual world is often desirable, but the repeated access of the huge acquired image data makes the task increasingly computationally and memory intensive. We focus on providing real-time walkthroughs using an IBR technique, Light Field Rendering.

We hope our work will take the CG community a step closer towards realizing images as a CG primitive.


Pre-Synopsis

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Last modified: 20 August 2008 by myself