MIT Media Lab - Motivation TensorTextures: …maov/classes/comp_photo...Flintstones Bird Title...

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TensorTextures: Multilinear Image-Based Rendering TensorTextures: Multilinear Image-Based Rendering Computer Graphics • Goal: Generation of photorealistic virtual environments Classical Computer Graphics: Model – based Rendering From object models to images Model specifies geometry of a scene and surface properties Images are generated by projecting 3D model onto an image plane and computing surface shading Photorealism requires complex models – Difficult Time consuming Motivation Motivation World is modeled by a collection of images (and possibly some coarse geometry) These images are used to synthesize novel images representing the scene from arbitrary viewpoints and illuminations • Advantages: Rendering is decoupled from the scene complexity Photorealism is improved Image-Based Rendering [Gortler et al. 1996, Levoy & Hanrahan 1996, Debevec, Taylor & Malik 1996, …] Image-Based Rendering [Gortler et al. 1996, Levoy & Hanrahan 1996, Debevec, Taylor & Malik 1996, …] Our Contribution Our Contribution We introduce a tensor framework for image-based rendering (IBR) – Specifically, rendering of 3D textured surfaces Surface appearance is determined by the complex interaction of multiple factors: – Scene geometry – Illumination – Imaging Bidirectional Texture Function Bidirectional Texture Function • BTF: Captures the appearance of extended textured surfaces with – Spatially varying reflectance – Surface mesostructure (3D texture) – Subsurface scattering – Etc. Generalization of BRDF, which accounts only for surface microstructure at a point Plaster Pebbles Concrete BTF Texture Mapping [Dana et al. 1999] BTF Texture Mapping [Dana et al. 1999] Standard Texture Mapping BTF Texture Mapping

Transcript of MIT Media Lab - Motivation TensorTextures: …maov/classes/comp_photo...Flintstones Bird Title...

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TensorTextures: Multilinear Image-Based Rendering

TensorTextures: Multilinear Image-Based Rendering

Computer Graphics

• Goal: Generation of photorealistic virtual environments

• Classical Computer Graphics: Model – based Rendering– From object models to images– Model specifies geometry of a scene and surface properties– Images are generated by projecting 3D model onto an image

plane and computing surface shading

• Photorealism requires complex models– Difficult – Time consuming

MotivationMotivation

• World is modeled by a collection of images (and possibly some coarse geometry)

• These images are used to synthesize novel images representing the scene from arbitrary viewpoints and illuminations

• Advantages:– Rendering is decoupled from the scene complexity– Photorealism is improved

Image-Based Rendering[Gortler et al. 1996, Levoy & Hanrahan 1996,

Debevec, Taylor & Malik 1996, …]

Image-Based Rendering[Gortler et al. 1996, Levoy & Hanrahan 1996,

Debevec, Taylor & Malik 1996, …]

Our ContributionOur Contribution

• We introduce a tensor framework for image-based rendering (IBR)– Specifically, rendering of 3D textured surfaces

• Surface appearance is determined by the complex interaction of multiple factors:– Scene geometry– Illumination– Imaging

Bidirectional Texture FunctionBidirectional Texture Function

• BTF: Captures the appearance of extended textured surfaces with– Spatially varying reflectance– Surface mesostructure (3D texture)– Subsurface scattering– Etc.

• Generalization of BRDF, which accounts only for surface microstructure at a point

PlasterPebblesConcrete

BTF Texture Mapping[Dana et al. 1999]

BTF Texture Mapping[Dana et al. 1999]

StandardTexture Mapping

BTFTexture Mapping

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BTFBTFBTF

• Reflectance as a function of position on surface, view direction, and illumination direction

• The BTF captures shading and mesostructuralself-shadowing, self-occlusion, interreflection

),,,,,( iivvBTF yxf φθφθposition on surface

view direction

illumination direction

photometric angles

TensorTexture MappingTensorTexture Mapping

+

StandardTexture Mapping

TensorTextureMapping

TextureGeometry

TensorTexturesTensorTextures: Learns BTFs from ensembles of sample imagesNonlinear generative BTF model

• BTF introduced by Dana et al. [1999]

• BTF acquisition devices[Debevec et al. 2000][Dana 2001] [Furukawa et al. 2002] [Han & Perlin 2003] (BTF Kaleidoscope)

• BTF based rendering methods– Polynomial texture maps

[Malzbender et al. 2001]– Synthesis of BTFs for curved surfaces

[Liu et al. 2001] [Tong et al. 2002]

• BTF introduced by Dana et al. [1999]

• BTF acquisition devices[Debevec et al. 2000][Dana 2001] [Furukawa et al. 2002] [Han & Perlin 2003] (BTF Kaleidoscope)

• BTF based rendering methods– Polynomial texture maps

[Malzbender et al. 2001]– Synthesis of BTFs for curved surfaces

[Liu et al. 2001] [Tong et al. 2002]

BackgroundBackground TensorTextures OverviewTensorTextures Overview

1. Mathematical foundations: Eigentextures– Linear Analysis / Principal Components Analysis

• fixed viewpoint, changing illumination

• changing viewpoint and illumination

2. TensorTextures– Nonlinear (multilinear) Analysis / Tensor decomposition

3. Experiments and results

1. Mathematical foundations: Eigentextures– Linear Analysis / Principal Components Analysis

• fixed viewpoint, changing illumination

• changing viewpoint and illumination

2. TensorTextures– Nonlinear (multilinear) Analysis / Tensor decomposition

3. Experiments and results

THE FOLLOWING PREVIEW HAS BEEN APPROVED FOR

ALL AUDIENCES

BY THE MOTION PICTURE DISASSOCIATION OF AMERICA

THE FOLLOWINGTHE FOLLOWING PREVIEW PREVIEW HAS BEEN APPROVED FORHAS BEEN APPROVED FOR

ALL AUDIENCESALL AUDIENCES

BY THE MOTION PICTURE DISASSOCIATION OF AMERICABY THE MOTION PICTURE DISASSOCIATION OF AMERICA

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“Eigentextures” – PCA(Matrix Algebra)

“Eigentextures” – PCA(Matrix Algebra)

Simple Data Acquisition: Fixed Viewpoint, Varying Illumination

Simple Data Acquisition: Fixed Viewpoint, Varying Illumination

Sample images are points in “pixel space”

Sample images are points in “pixel space”

Images

Texe

ls

IRNxM

texel 1

texe

lNM

texel 2

IRNMx1

D

• Eigentextures – captures variation across illuminations• Eigentextures – captures variation across illuminations

The 1-Mode Case(fixed viewpoint, varying illumination)

Images

Pixe

ls

D

texel 1

texe

lNM

texel 2

Principal Components Analysis (PCA) -Eigentextures

Principal Components Analysis (PCA) -Eigentextures

• Eigentextures – captures variation across illuminations• Eigentextures – captures variation across illuminations • Note: This is a linear representation• Note: This is a linear representation

texel 1

texe

lNM

texel 2

Image Representation using PCA Image Representation using PCA

c1c2

+ c1 + c2c0 + ck

Its PCA RepresentationAn arbitrary image

Ucd =d

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• This poses a 3-mode BTF estimation problem– Viewpoint, illumination, and pixel modes

• This poses a 3-mode BTF estimation problem– Viewpoint, illumination, and pixel modes

Sampling Multiple Viewpoints and Illuminations

Sampling Multiple Viewpoints and Illuminations

Image Rectification

Rectify

Rectifying HomographyRectifying Homography

1 2

34

12

34

• Image unwarping– H can be computed given at least 4 fiducials p’ & p

• Image unwarping– H can be computed given at least 4 fiducials p’ & p

Hpp ='

Rectify

Rectify

Applying PCAPixe

ls

Images

• Eigentextures – variation across views and illuminations

PCA ReconstructionPCA Reconstruction

111 basis vectors

33 basis vectors

original

TensorTextures(Tensor Algebra)

TensorTextures(Tensor Algebra)

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System DiagramSystem Diagram

Image Acquisition, Pre-processing

&Organization

D

D

• This leads to a multilinear BTF learning method • This leads to a multilinear BTF learning method

TensorTextures: 3-Mode Data TensorTensorTextures: 3-Mode Data Tensor

Texe

ls

ImagesIlluminations

Views

D

Texe

ls

Illuminations

Views

TensorTexture: 3-Mode Data TensorTensorTexture: 3-Mode Data Tensor System DiagramSystem Diagram

Image Acquisition, Pre-processing

&Organization

Tensor Decomposition &

Dimensionality Reduction Uviews

Uillums

T

D

D

T

Background on Tensor DecompositionBackground on Tensor Decomposition• Factor Analysis:

– Psychometrics, Econometrics, Chemometrics,…

• SVD:– [Beltrani, 1873] (Giornalle di Matematiche 11) “Sulle funzioni bilineari“

– [Eckart and Young, 1936] (Psychometrika)“The approximation of one matrix by another of lower rank“

• 3-Way Factor Analysis:– [Tucker,1966] (Psychometrika)

“Some mathematical notes on three mode factor analysis“

– [Kroonenberg and De Leeuw, 1980] – 3-mode ALS

• N-Way Factor Analysis:– [Kapteyn, Neudecker, and Wansbeek, 1986] – N-way ALS factor analysis– [Franc, 1992] – tensor algebra– [Denis & Dhorne, 1989]– [de Lathauwer, 1997] 2UU SD x1x 2 1 =

• A matrix has a column and row space

• SVD orthogonalizes these spaces and decomposes

• Rewrite in terms of mode-n products

Matrix Decomposition - SVDMatrix Decomposition - SVD

2xI1IIR∈D

T2SUUD 1=

Tex

els

ImagesD

( contains the “eigentextures” )1U

D

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Tensor DecompositionTensor Decomposition• D is a n-dimensional matrix, comprising N-spaces

• N-mode SVD is the natural generalization of SVD

• N-mode SVD orthogonalizes these spaces & decomposes

D as the mode-n product of N-orthogonal spaces

• Z core tensor; governs interaction between mode matrices

• mode-n matrix, is the column space of nU)(nD

N3 21 N432 1 UUUU ... ×××××= ΖD

T2SUUD 1= 21 2 1 UUS D ××=

viewsxillumsxtexelsx 321 UUU ZD =

D

Texe

ls

Illuminations

Views

TensorTexture DecompositionTensorTexture Decomposition

Tensor DecompositionTensor Decomposition

D viewsillums.texels 32 1 UUU ×××=Z

323

32121

,.,1,

3

1

2

1

1

1rviewsrillumsrtexels

rrrr

rruuu oo∑∑∑=

===

RRR

σ

( ) ( ) ( )ZD vectexelsillumsviewsvec UUU ⊗⊗=

U1

U2

U3

D Z

N-Mode SVD AlgorithmN-Mode SVD Algorithm

1. For n=1,…, N, compute matrix by computing the SVD of the flattened matrix and setting to be the left matrix of the SVD.

2. Solve for the core tensor as follows

)(nDnU

nU

TNN

TT UUU x xx L2211 DZ =

Computing UviewsComputing Uviews

• D(views) - flatten D along the view point dimension

• Uviews – orthogonalize the column space of D(views)

Illuminations

Texe

ls

Views

ImagesD(views)

• D(illums) - flatten D along the illumination dimension

• Uillums – orthogonalizes the column space of D(illums)

Texe

ls

Illuminations

Views

Images

Illums

D(illums)

Computing UillumsComputing Uillums

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Texe

ls

ImagesIlluminations

Views

D(texels)

• D(texels) - flatten D along the pixel dimension

• Utexels – orthogonal column space of D(texels)

– eigenimages

Computing UtexelsComputing Utexels N-Mode SVD AlgorithmN-Mode SVD Algorithm

1. For n=1,…,N, compute matrix by computing the SVD of the flattened matrix and setting to be the left matrix of the SVD.

2. Solve for the core tensor as follows

)(nDnU

nU

TNN

TT UUU x xx L2211 DZ =

• Mode-n product is a generalization of the product of two matrices• It is the product of a tensor with a matrix

• Mode-n product of and

( ) ∑ +−=

+−ni

ninjNinininiiiijiin maNnnn

............A

111111

Mx

Nn IIIIR x...xx...x1∈A

I1

I2

I3

I2

J2

J2

I2

J2

I2

I1

I2

I3

= x2x1

Nnnn IIJIIIR x..xxx.x...x 111 +−∈B

nn IJIR x=M

Mnx AB =

Mode-N ProductMode-N Product

I1

J1

AB M x3

J3

I3

I3

J3

Mode-N ProductMode-N Product

N-th order tensor NIII L××ℜ∈ 21A

nn IJ ×ℜ∈Mmatrix (2-nd order tensor)

mode-n product:

Mn×= AB )()( nn AMB =where

TensorTextures:TensorTextures: T = Z x3Upixels

TensorTextures:explicitly representcovariance acrossfactors

Variation in Illuminations

Varia

tion in

View

ing D

irection

Texe

ls

TensorTextures:TensorTextures: T = Z x3Upixels

TensorTextures:explicitly representcovariance acrossfactors

Variation in Illuminations

Variat

ion

in V

iewi

ng D

irec

tion

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TensorTextures vs. PCATensorTextures vs. PCA

• Multilinear Analysis / TensorTextures:

viewsxillums.xtexelsx 321 UUU ZD =

(texels) Z illums.U⊗( )TviewsU=321

matrix data(texels)D

43421matrix basis

texelsU

• Linear Analysis :

• TensorTextures subsumes PCA / Eigentextures

44444 344444 21matrix tcoefficien

Strategic Dimensionality ReductionStrategic Dimensionality Reduction

Strategic Dimensionality Reduction

37

111

TensorTexturesPCA - Eigentextures#basis

System DiagramSystem Diagram

Image Acquisition, Pre-processing

&Organization

Tensor Decomposition &

Dimensionality Reduction RenderingAlgorithm

Uviews

Uillums

T

D

D

T

?Viewpoint

Illumination

Geometry

Computing vnew : Homogeneous Barycentric BlendComputing vnew : Homogeneous Barycentric Blend

Vi

Vj

Vk

Vnew

kkjjiinew ttt ∆∆∆ ++= VVVV

?

jt

it

kt

ViVi

VjVj

VkVk

1=∆∆∆ ++ kji ttt ( ) ( )( )( ) ( )( )ikij

newknewjit VVVV

VVVV−×−

−×−=∆

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Synthesis Algorithm / Texture RepresentationSynthesis Algorithm / Texture Representation

Tnew

Tnew vld 32 ××= T

viewpoint

illumination

Rendered Texture for a Planar SurfaceRendered Texture for a Planar Surface

Rendered Textures for CylinderRendered Textures for Cylinder Rendering on Arbitrary GeometryRendering on Arbitrary GeometryBonn natural BTF datasets

=

view

illum.te

xels T

vTj l

ld

j

vT1 1

Tj

T1

TensorTextures renderings

Treasure Chest

VideoVideo

Scarecrows’ Quarterly

Flintstones Bird