The Community for Technology Leaders
RSS Icon
Issue No.06 - November/December (2003 vol.23)
pp: 22-30
Daniel G. Aliaga , Princeton University
Thomas Funkhouser , Princeton University
Dimah Yanovsky , Harvard University
Ingrid Carlbom , Lucent Bell Labs
<p>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. The sea of images image-based approach provides interactive and photorealistic walkthroughs of complex indoor environments. The strategy obtains a dense sampling of viewpoints in a large static environment with omnidirectional images. A motorized cart is used to capture omnidirectional images every few inches on an eye-height plane throughout an environment. They then compress and store the images in a multiresolution hierarchy suitable for real-time prefetching to produce interactive walkthroughs. Finally, they render novel images for a simulated observer viewpoint using a feature-based warping algorithm. They demonstrate photorealistic walkthroughs of real-world environments reproducing specular reflections and occlusion effects while rendering 20-30 frames per second.</p>
image-based rendering, warping, large environments, walkthroughs, omnidirectional, image features, compression, real-time
Daniel G. Aliaga, Thomas Funkhouser, Dimah Yanovsky, Ingrid Carlbom, "Sea of Images: A Dense Sampling Approach for Rendering Large Indoor Environments", IEEE Computer Graphics and Applications, vol.23, no. 6, pp. 22-30, November/December 2003, doi:10.1109/MCG.2003.1242379
1. D. Aliaga, "Accurate Catadioptric Calibration for Real-Time Pose Estimation in Room-Size Environments," Proc. IEEE Int'l Conf. Computer Vision (ICCV 01), IEEE CS Press, 2001, pp. 127-134.
2. D. Aliaga et al., "Sea of Images," Proc. IEEE Visualization (Vis 02), IEEE CS Press, 2002, pp. 331-338.
3. D. Aliaga et al., "Interactive Image-Based Rendering Using Feature Globalization," Proc. ACM Siggraph Symp. Interactive 3D Graphics (I3D 03), ACM Press, 2003, pp. 163-170.
4. D. Aliaga and I. Carlbom, "Fiducial Planning for Error-Bounded Pose Estimation of a Panoramic Camera in Large Environments," IEEE Robotics and Automation, vol. 10, no. 2, June 2003.
5. M. Levoy and P. Hanrahan, “Light Field Rendering,” Proc. SIGGRAPH '96, pp. 31-42, 1996.
6. S. Teller et al., "Calibrated, Registered Images of an Extended Urban Area," Proc. IEEE Computer Vision and Pattern Recognition (CVPR 01), IEEE CS Press, 2001, pp. 813-820.
7. S.K. Nayar, “Catadioptric Omnidirectional Cameras,” Proc. IEEE Conf. Computer Vision and Pattern Recognition, pp. 482-488, June 1997.
8. R. Koch et al., "Calibration of Hand-Held Camera Sequences for Plenoptic Modeling," Proc. IEEE Int'l Conf. Computer Vision (ICCV 99), IEEE CS Press, 1999, pp. 585-591.
9. C.J. Taylor, “Video Plus,” Proc. IEEE Workshop Omnidirectional Vision, K. Daniilidis, ed., pp. 3-11, June 2000.
10. S.M. Seitz and C.R. Dyer, “View Morphing,” ACM SIGGRAPH, pp. 21-30, 1996.
11. M. Magnor and B. Girod, "Data Compression for Lightfield Rendering," IEEE Trans. Circuits and Systems for Video Technology, vol. 10, no. 3, 2000, pp. 338-343.
12. I. Peter and W. Strasser, "The Wavelet Stream: Interactive Multiresolution Lightfield Rendering," Rendering Techniques 2001: 12th Eurographics Workshop on Rendering, 2001, pp. 127-138.
13. A. Wilson, K. Mayer-Patel, and D. Manocha, "Spatially Encoded Far-Field Representations for Interactive Walkthroughs," Proc. ACM Multimedia, ACM Press, 2001, pp. 348-357.
14. S.J. Gortler, R. Grzeszczuk, R. Szeliski, and M.F. Cohen, “The Lumigraph,” Proc. SIGGRAPH '96, pp. 43-54, 1996.
6 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool