2 Ibr
2 Ibr
• keep several depth and color values (depth pixels) at every pixel in a reference
image (or, atleast for pixels near foreground–background transitions). The
resulting data structure, which is called a layered depth image (LDI), can be used
to render new views using a back-to-front forward warping (splatting) algorithm.
• An LDI is a view of the scene from a single input camera view, but with multiple
pixels along each line of sight.
• pixels are drawn in the output image in back to front order.
• The front element in the layered depth pixel samples the first surface seen along
that line of sight, the next pixel in the layered depth pixel samples the next surface
seen along that line of sight, etc.
Layered depth images
• any pixels that map to the same location in the output image are guaranteed to
arrive in back to front order.
Layered depth images
• epipolar point, is the intersection of the line joining the two camera centers, with
the first camera’s film plane (see Figure 1).
• The input image is then split horizontally and vertically at the epipolar point,
generally creating 4 image quadrants.
• one of the quadrants is processed left to right, top to bottom, another is processed
left to right, bottom to top.
• produce depth ordered output.
Data Structure
LayeredDepthImage{
Camera;
LayeredDepthPixel[Xres,Yres];
}
LayeredDepthPixel{
NumActiveLayers;
DepthPixel[MaxLayers];
}
DepthPixel{
RGBcolor;
Zdepth;
TableIndex;
}
The Z-depth value is calculated based on the distance between the camera and the object. Objects closer to the camera will have a higher Z-depth value
compared to those further away.
Warping Computation
The warper uses the incremental warping computation to efficiently create an output
image.
Finally, the depth pixel's color is splatted at the location in the output image.
The proper size can be computed by splatting.
The three splat sizes we currently use are a 1 pixel footprint, a 3 by 3 pixel
footprint,
and a 5 by 5 pixel footprint.