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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Free View Rendering for 3D Video : Edge-Aided Rendering and Depth-Based Image Inpainting

Muddala, Suryanarayana Murthy January 2015 (has links)
Three Dimensional Video (3DV) has become increasingly popular with the success of 3D cinema. Moreover, emerging display technology offers an immersive experience to the viewer without the necessity of any visual aids such as 3D glasses. 3DV applications, Three Dimensional Television (3DTV) and Free Viewpoint Television (FTV) are auspicious technologies for living room environments by providing immersive experience and look around facilities. In order to provide such an experience, these technologies require a number of camera views captured from different viewpoints. However, the capture and transmission of the required number of views is not a feasible solution, and thus view rendering is employed as an efficient solution to produce the necessary number of views. Depth-image-based rendering (DIBR) is a commonly used rendering method. Although DIBR is a simple approach that can produce the desired number of views, inherent artifacts are major issues in the view rendering. Despite much effort to tackle the rendering artifacts over the years, rendered views still contain visible artifacts. This dissertation addresses three problems in order to improve 3DV quality: 1) How to improve the rendered view quality using a direct approach without dealing each artifact specifically. 2) How to handle disocclusions (a.k.a. holes) in the rendered views in a visually plausible manner using inpainting. 3) How to reduce spatial inconsistencies in the rendered view. The first problem is tackled by an edge-aided rendering method that uses a direct approach with one-dimensional interpolation, which is applicable when the virtual camera distance is small. The second problem is addressed by using a depth-based inpainting method in the virtual view, which reconstructs the missing texture with background data at the disocclusions. The third problem is undertaken by a rendering method that firstly inpaint occlusions as a layered depth image (LDI) in the original view, and then renders a spatially consistent virtual view. Objective assessments of proposed methods show improvements over the state-of-the-art rendering methods. Visual inspection shows slight improvements for intermediate views rendered from multiview videos-plus-depth, and the proposed methods outperforms other view rendering methods in the case of rendering from single view video-plus-depth. Results confirm that the proposed methods are capable of reducing rendering artifacts and producing spatially consistent virtual views. In conclusion, the view rendering methods proposed in this dissertation can support the production of high quality virtual views based on a limited number of input views. When used to create a multi-scopic presentation, the outcome of this dissertation can benefit 3DV technologies to improve the immersive experience.
32

Image-based approaches for photo-realistic rendering of complex objects

Hilsmann, Anna 03 April 2014 (has links)
Fotorealistisches Rendering ist eines der Hauptziele der Computer Grafik. Mittels physikalischer Simulation ist eine fotorealistische Darstellung immer noch rechenaufwändig. Diese Arbeit stellt neue Methoden für Bild-basiertes Rendering komplexer Objekte am Beispiel von Kleidung vor. Die vorgestellten Methoden nutzen Kamerabilder und deren fotorealistische Eigenschaften für komplexe Animationen und Texturmodifikationen. Basierend auf der Annahme, dass für eng anliegende Kleidung Faltenwurf hauptsächlich von der Pose des Trägers beeinflusst wird, schlägt diese Dissertation ein neues Bild-basiertes Verfahren vor, das neue Bilder von Kleidungsstücken abhängig von der Körperpose einer Person aus einer Datenbank von Bildern synthetisiert. Posen-abhängige Eigenschaften (Textur und Schattierung) werden über Abbildungsvorschriften zwischen den Bildern extrahiert und im Posenraum interpoliert. Um die Erscheinung eines Objekts zu verändern, wird ein Verfahren vorgestellt, das den Austausch von Texturen ohne Kenntnis der zugrundeliegenden Szeneneigenschaften ermöglicht. Texturdeformation und Schattierung werden über Bildregistrierung zu einem geeigneten Referenzbild extrahiert. Im Gegensatz zu klassischen Bild-basierten Verfahren, in denen die Synthese auf Blickpunktänderung beschränkt und eine Veränderung des Objekts nicht möglich ist, erlauben die vorgestellten Verfahren komplexe Animationen und Texturmodifikation. Beide Verfahren basieren auf örtlichen und photometrischen Abbildungen zwischen Bildern. Diese Abbildungen werden basierend auf einem angepassten Brightness Constancy Constraint mit Gitternetz-basierten Modellen optimiert. Die vorgestellten Verfahren verlagern einen großen Teil des Rechenaufwands von der Darstellungsphase in die vorangegangene Trainingsphase und erlauben eine realistische Visualisierung von Kleidung inklusive charakteristischer Details, ohne die zugrundeliegenden Szeneneigenschaften aufwändig zu simulieren. / One principal intention of computer graphics is the achievement of photorealism. With physically-based methods, achieving photorealism is still computationally demanding. This dissertation proposes new approaches for image-based visualization of complex objects, concentrating on clothes. The developed methods use real images as appearance examples to guide complex animation or texture modification processes, combining the photorealism of images with the ability to animate or modify an object. Under the assumption that wrinkling depends on the pose of a human body (for tight-fitting clothes), a new image-based rendering approach is proposed, which synthesizes images of clothing from a database of images based on pose information. Pose-dependent appearance and shading information is extracted by image warps and interpolated in pose-space using scattered data interpolation. To allow for appearance changes in image-based methods, a retexturing approach is proposed, which enables texture exchange without a-priori knowledge of the underlying scene properties. Texture deformation and shading are extracted from the input image by a warp to an appropriate reference image. In contrast to classical image-based visualization methods, where animation is restricted to viewpoint change and appearance modification is not possible, the proposed methods allow for complex pose animations and appearance changes. Both approaches build on image warps, not only in the spatial but also in the photometric domain. A new framework for joint spatial and photometric warp optimization is introduced, which estimates mesh-based warp models under a modified brightness constancy assumption. The presented approaches shift computational complexity from the rendering to an a-priori training phase and allow a photo-realistic visualization and modification of clothes, including fine and characteristic details without computationally demanding simulation of the underlying scene and object properties.
33

High Dynamic Range Panoramic Imaging with Scene Motion

Silk, Simon 17 November 2011 (has links)
Real-world radiance values can range over eight orders of magnitude from starlight to direct sunlight but few digital cameras capture more than three orders in a single Low Dynamic Range (LDR) image. We approach this problem using established High Dynamic Range (HDR) techniques in which multiple images are captured with different exposure times so that all portions of the scene are correctly exposed at least once. These images are then combined to create an HDR image capturing the full range of the scene. HDR capture introduces new challenges; movement in the scene creates faded copies of moving objects, referred to as ghosts. Many techniques have been introduced to handle ghosting, but typically they either address specific types of ghosting, or are computationally very expensive. We address ghosting by first detecting moving objects, then reducing their contribution to the final composite on a frame-by-frame basis. The detection of motion is addressed by performing change detection on exposure-normalized images. Additional special cases are developed based on a priori knowledge of the changing exposures; for example, if exposure is increasing every shot, then any decrease in intensity in the LDR images is a strong indicator of motion. Recent Superpixel over-segmentation techniques are used to refine the detection. We also propose a novel solution for areas that see motion throughout the capture, such as foliage blowing in the wind. Such areas are detected as always moving, and are replaced with information from a single input image, and the replacement of corrupted regions can be tailored to the scenario. We present our approach in the context of a panoramic tele-presence system. Tele-presence systems allow a user to experience a remote environment, aiming to create a realistic sense of "being there" and such a system should therefore provide a high quality visual rendition of the environment. Furthermore, panoramas, by virtue of capturing a greater proportion of a real-world scene, are often exposed to a greater dynamic range than standard photographs. Both facets of this system therefore stand to benefit from HDR imaging techniques. We demonstrate the success of our approach on multiple challenging ghosting scenarios, and compare our results with state-of-the-art methods previously proposed. We also demonstrate computational savings over these methods.
34

Variable-aperture Photography

Hasinoff, Samuel William 19 January 2009 (has links)
While modern digital cameras incorporate sophisticated engineering, in terms of their core functionality, cameras have changed remarkably little in more than a hundred years. In particular, from a given viewpoint, conventional photography essentially remains limited to manipulating a basic set of controls: exposure time, focus setting, and aperture setting. In this dissertation we present three new methods in this domain, each based on capturing multiple photos with different camera settings. In each case, we show how defocus can be exploited to achieve different goals, extending what is possible with conventional photography. These methods are closely connected, in that all rely on analyzing changes in aperture. First, we present a 3D reconstruction method especially suited for scenes with high geometric complexity, for which obtaining a detailed model is difficult using previous approaches. We show that by controlling both the focus and aperture setting, it is possible compute depth for each pixel independently. To achieve this, we introduce the "confocal constancy" property, which states that as aperture setting varies, the pixel intensity of an in-focus scene point will vary in a scene-independent way that can be predicted by prior calibration. Second, we describe a method for synthesizing photos with adjusted camera settings in post-capture, to achieve changes in exposure, focus setting, etc. from very few input photos. To do this, we capture photos with varying aperture and other settings fixed, then recover the underlying scene representation best reproducing the input. The key to the approach is our layered formulation, which handles occlusion effects but is tractable to invert. This method works with the built-in "aperture bracketing" mode found on most digital cameras. Finally, we develop a "light-efficient" method for capturing an in-focus photograph in the shortest time, or with the highest quality for a given time budget. While the standard approach involves reducing the aperture until the desired region is in-focus, we show that by "spanning" the region with multiple large-aperture photos,we can reduce the total capture time and generate the in-focus photo synthetically. Beyond more efficient capture, our method provides 3D shape at no additional cost.
35

Variable-aperture Photography

Hasinoff, Samuel William 19 January 2009 (has links)
While modern digital cameras incorporate sophisticated engineering, in terms of their core functionality, cameras have changed remarkably little in more than a hundred years. In particular, from a given viewpoint, conventional photography essentially remains limited to manipulating a basic set of controls: exposure time, focus setting, and aperture setting. In this dissertation we present three new methods in this domain, each based on capturing multiple photos with different camera settings. In each case, we show how defocus can be exploited to achieve different goals, extending what is possible with conventional photography. These methods are closely connected, in that all rely on analyzing changes in aperture. First, we present a 3D reconstruction method especially suited for scenes with high geometric complexity, for which obtaining a detailed model is difficult using previous approaches. We show that by controlling both the focus and aperture setting, it is possible compute depth for each pixel independently. To achieve this, we introduce the "confocal constancy" property, which states that as aperture setting varies, the pixel intensity of an in-focus scene point will vary in a scene-independent way that can be predicted by prior calibration. Second, we describe a method for synthesizing photos with adjusted camera settings in post-capture, to achieve changes in exposure, focus setting, etc. from very few input photos. To do this, we capture photos with varying aperture and other settings fixed, then recover the underlying scene representation best reproducing the input. The key to the approach is our layered formulation, which handles occlusion effects but is tractable to invert. This method works with the built-in "aperture bracketing" mode found on most digital cameras. Finally, we develop a "light-efficient" method for capturing an in-focus photograph in the shortest time, or with the highest quality for a given time budget. While the standard approach involves reducing the aperture until the desired region is in-focus, we show that by "spanning" the region with multiple large-aperture photos,we can reduce the total capture time and generate the in-focus photo synthetically. Beyond more efficient capture, our method provides 3D shape at no additional cost.
36

High Dynamic Range Panoramic Imaging with Scene Motion

Silk, Simon 17 November 2011 (has links)
Real-world radiance values can range over eight orders of magnitude from starlight to direct sunlight but few digital cameras capture more than three orders in a single Low Dynamic Range (LDR) image. We approach this problem using established High Dynamic Range (HDR) techniques in which multiple images are captured with different exposure times so that all portions of the scene are correctly exposed at least once. These images are then combined to create an HDR image capturing the full range of the scene. HDR capture introduces new challenges; movement in the scene creates faded copies of moving objects, referred to as ghosts. Many techniques have been introduced to handle ghosting, but typically they either address specific types of ghosting, or are computationally very expensive. We address ghosting by first detecting moving objects, then reducing their contribution to the final composite on a frame-by-frame basis. The detection of motion is addressed by performing change detection on exposure-normalized images. Additional special cases are developed based on a priori knowledge of the changing exposures; for example, if exposure is increasing every shot, then any decrease in intensity in the LDR images is a strong indicator of motion. Recent Superpixel over-segmentation techniques are used to refine the detection. We also propose a novel solution for areas that see motion throughout the capture, such as foliage blowing in the wind. Such areas are detected as always moving, and are replaced with information from a single input image, and the replacement of corrupted regions can be tailored to the scenario. We present our approach in the context of a panoramic tele-presence system. Tele-presence systems allow a user to experience a remote environment, aiming to create a realistic sense of "being there" and such a system should therefore provide a high quality visual rendition of the environment. Furthermore, panoramas, by virtue of capturing a greater proportion of a real-world scene, are often exposed to a greater dynamic range than standard photographs. Both facets of this system therefore stand to benefit from HDR imaging techniques. We demonstrate the success of our approach on multiple challenging ghosting scenarios, and compare our results with state-of-the-art methods previously proposed. We also demonstrate computational savings over these methods.
37

Example-based Rendering of Textural Phenomena

Kwatra, Vivek 19 July 2005 (has links)
This thesis explores synthesis by example as a paradigm for rendering real-world phenomena. In particular, phenomena that can be visually described as texture are considered. We exploit, for synthesis, the self-repeating nature of the visual elements constituting these texture exemplars. Techniques for unconstrained as well as constrained/controllable synthesis of both image and video textures are presented. For unconstrained synthesis, we present two robust techniques that can perform spatio-temporal extension, editing, and merging of image as well as video textures. In one of these techniques, large patches of input texture are automatically aligned and seamless stitched with each other to generate realistic looking images and videos. The second technique is based on iterative optimization of a global energy function that measures the quality of the synthesized texture with respect to the given input exemplar. We also present a technique for controllable texture synthesis. In particular, it allows for generation of motion-controlled texture animations that follow a specified flow field. Animations synthesized in this fashion maintain the structural properties like local shape, size, and orientation of the input texture even as they move according to the specified flow. We cast this problem into an optimization framework that tries to simultaneously satisfy the two (potentially competing) objectives of similarity to the input texture and consistency with the flow field. This optimization is a simple extension of the approach used for unconstrained texture synthesis. A general framework for example-based synthesis and rendering is also presented. This framework provides a design space for constructing example-based rendering algorithms. The goal of such algorithms would be to use texture exemplars to render animations for which certain behavioral characteristics need to be controlled. Our motion-controlled texture synthesis technique is an instantiation of this framework where the characteristic being controlled is motion represented as a flow field.
38

High Dynamic Range Panoramic Imaging with Scene Motion

Silk, Simon 17 November 2011 (has links)
Real-world radiance values can range over eight orders of magnitude from starlight to direct sunlight but few digital cameras capture more than three orders in a single Low Dynamic Range (LDR) image. We approach this problem using established High Dynamic Range (HDR) techniques in which multiple images are captured with different exposure times so that all portions of the scene are correctly exposed at least once. These images are then combined to create an HDR image capturing the full range of the scene. HDR capture introduces new challenges; movement in the scene creates faded copies of moving objects, referred to as ghosts. Many techniques have been introduced to handle ghosting, but typically they either address specific types of ghosting, or are computationally very expensive. We address ghosting by first detecting moving objects, then reducing their contribution to the final composite on a frame-by-frame basis. The detection of motion is addressed by performing change detection on exposure-normalized images. Additional special cases are developed based on a priori knowledge of the changing exposures; for example, if exposure is increasing every shot, then any decrease in intensity in the LDR images is a strong indicator of motion. Recent Superpixel over-segmentation techniques are used to refine the detection. We also propose a novel solution for areas that see motion throughout the capture, such as foliage blowing in the wind. Such areas are detected as always moving, and are replaced with information from a single input image, and the replacement of corrupted regions can be tailored to the scenario. We present our approach in the context of a panoramic tele-presence system. Tele-presence systems allow a user to experience a remote environment, aiming to create a realistic sense of "being there" and such a system should therefore provide a high quality visual rendition of the environment. Furthermore, panoramas, by virtue of capturing a greater proportion of a real-world scene, are often exposed to a greater dynamic range than standard photographs. Both facets of this system therefore stand to benefit from HDR imaging techniques. We demonstrate the success of our approach on multiple challenging ghosting scenarios, and compare our results with state-of-the-art methods previously proposed. We also demonstrate computational savings over these methods.
39

Modèles de caméras et algorithmes pour la création de contenu video 3D / Camera Models and algorithms for 3D video content creation

Pujades Rocamora, Sergi 14 October 2015 (has links)
Des optiques à longue focale ont été souvent utilisées dans le cinéma 2D et la télévision, soit dans le but de se rapprocher de la scène, soit dans le but de produire un effet esthétique grâce à la déformation de la perspective. Toutefois, dans le cinéma ou la télévision 3D, l'utilisation de longues focales crée le plus souvent un "effet carton” ou de la divergence oculaire.Pour résoudre ce problème, les méthodes de l'état de l'art utilisent des techniques de transformation de la disparité, qui sont une généralisation de l'interpolation de points de vue.Elles génèrent de nouvelles paires stéréoscopiques à partir des deux séquences d'images originales. Nous proposons d'utiliser plus de deux caméras pour résoudre les problèmes non résolus par les méthodes de transformation de la disparité.Dans la première partie de la thèse, nous passons en revue les causes de la fatigue visuelle et de l'inconfort visuel lors de la visualisation d'un film stéréoscopique. Nous modélisons alors la perception de la profondeur de la vision stéréoscopique d'une scène filmée en 3D avec deux caméras, et projetée dans une salle de cinéma ou sur un téléviseur 3D. Nous caractérisons mathématiquement cette distorsion 3D, et formulons les contraintes mathématiques associées aux causes de la fatigue visuelle et de l'inconfort. Nous illustrons ces distorsions 3D avec un nouveau logiciel interactif, la “salle de projection virtuelle".Afin de générer les images stéréoscopiques souhaitées, nous proposons d'utiliser le rendu basé image. Ces techniques comportent généralement deux étapes. Tout d'abord, les images d'entrée sont transformées vers la vue cible, puis les images transformées sont mélangées. Les transformations sont généralement calculés à l'aide d'une géométrie intermédiaire (implicite ou explicite). Le mélange d'images a été largement étudié dans la littérature et quelques heuristiques permettent d'obtenir de très bonnes performances.Cependant, la combinaison des heuristiques proposées n'est pas simple et nécessite du réglage manuel de nombreux paramètres.Dans cette thèse, nous proposons une nouvelle approche bayésienne au problème de synthèse de nouveaux points de vue, basé sur un modèle génératif.Le modèle génératif proposé tient compte de l'incertitude sur la transformation d'image. Le formalisme bayésien nous permet de déduire l'énergie du modèle génératif et de calculer les images désirées correspondant au maximum a posteriori. La méthode dépasse en termes de qualité les techniques de l'état de l'art du rendu basé image sur des jeux de données complexes. D'autre part, les équations de l'énergie fournissent une formalisation des heuristiques largement utilisés dans les techniques de rendu basé image.Le modèle génératif proposé aborde également le problème de la super-résolution, permettant de rendre des images à une résolution plus élevée que les images de départ.Dans la dernière partie de cette thèse, nous appliquons la nouvelle technique de rendu au cas du zoom stéréoscopique et nous montrons ses performances. / Optics with long focal length have been extensively used for shooting 2D cinema and television, either to virtually get closer to the scene or to produce an aesthetical effect through the deformation of the perspective. However, in 3D cinema or television, the use of long focal length either creates a “cardboard effect” or causes visual divergence. To overcome this problem, state-of-the-art methods use disparity mapping techniques, which is a generalization of view interpolation, and generate new stereoscopic pairs from the two image sequences. We propose to use more than two cameras to solve for the remaining issues in disparity mapping methods.In the first part of the thesis, we review the causes of visual fatigue and visual discomfort when viewing a stereoscopic film. We then model the depth perception from stereopsis of a 3D scene shot with two cameras, and projected in a movie theater or on a 3DTV. We mathematically characterize this 3D distortion, and derive the mathematical constraints associated with the causes of visual fatigue and discomfort. We illustrate these 3D distortions with a new interactive software, “The Virtual Projection Room”.In order to generate the desired stereoscopic images, we propose to use image-based rendering. Those techniques usually proceed in two stages. First, the input images are warped into the target view, and then the warped images are blended together. The warps are usually computed with the help of a geometric proxy (either implicit or explicit). Image blending has been extensively addressed in the literature and a few heuristics have proven to achieve very good performance. Yet the combination of the heuristics is not straightforward, and requires manual adjustment of many parameters.In this thesis, we propose a new Bayesian approach to the problem of novel view synthesis, based on a generative model taking into account the uncertainty of the image warps in the image formation model. The Bayesian formalism allows us to deduce the energy of the generative model and to compute the desired images as the Maximum a Posteriori estimate. The method outperforms state-of-the-art image-based rendering techniques on challenging datasets. Moreover, the energy equations provide a formalization of the heuristics widely used in image-based rendering techniques. Besides, the proposed generative model also addresses the problem of super-resolution, allowing to render images at a higher resolution than the initial ones.In the last part of this thesis, we apply the new rendering technique to the case of the stereoscopic zoom and show its performance.
40

Light field remote vision / Algorithmes de traitement et de visualisation pour la vision plénoptique à grande distance

Nieto, Grégoire 03 October 2017 (has links)
Les champs de lumière ont attisé la curiosité durant ces dernières décennies. Capturés par une caméra plénoptique ou un ensemble de caméras, ils échantillonnent la fonction plénoptique qui informe sur la radiance de n'importe quel rayon lumineux traversant la scène observée. Les champs lumineux offrent de nombreuses applications en vision par ordinateur comme en infographie, de la reconstruction 3D à la segmentation, en passant par la synthèse de vue, l'inpainting ou encore le matting par exemple.Dans ce travail nous nous attelons au problème de reconstruction du champ de lumière dans le but de synthétiser une image, comme si elle avait été prise par une caméra plus proche du sujet de la scène que l'appareil de capture plénoptique. Notre approche consiste à formuler la reconstruction du champ lumineux comme un problème de rendu basé image (IBR). La plupart des algorithmes de rendu basé image s'appuient dans un premier temps sur une reconstruction 3D approximative de la scène, appelée proxy géométrique, afin d'établir des correspondances entre les points image des vues sources et ceux de la vue cible. Une nouvelle vue est générée par l'utilisation conjointe des images sources et du proxy géométrique, bien souvent par la projection des images sources sur le point de vue cible et leur fusion en intensité.Un simple mélange des couleurs des images sources ne garantit pas la cohérence de l'image synthétisée. Nous proposons donc une méthode de rendu direct multi-échelles basée sur les pyramides de laplaciens afin de fusionner les images sources à toutes les fréquences, prévenant ainsi l'apparition d'artefacts de rendu.Mais l'imperfection du proxy géométrique est aussi la cause d'artefacts de rendu, qui se traduisent par du bruit en haute fréquence dans l'image synthétisée. Nous introduisons une nouvelle méthode de rendu variationnelle avec des contraintes sur les gradients de l'image cible dans le but de mieux conditionner le système d'équation linéaire à résoudre et supprimer les artefacts de rendu dus au proxy.Certaines scènes posent de grandes difficultés de reconstruction du fait du caractère non-lambertien éventuel de certaines surfaces~; d'autre part même un bon proxy ne suffit pas, lorsque des réflexions, transparences et spécularités remettent en cause les règles de la parallaxe. Nous proposons méthode originale basée sur l'approximation locale de l'espace plénoptique à partir d'un échantillonnage épars afin de synthétiser n'importe quel point de vue sans avoir recours à la reconstruction explicite d'un proxy géométrique. Nous évaluons notre méthode à la fois qualitativement et quantitativement sur des scènes non-triviales contenant des matériaux non-lambertiens.Enfin nous ouvrons une discussion sur le problème du placement optimal de caméras contraintes pour le rendu basé image, et sur l'utilisation de nos algorithmes pour la vision d'objets dissimulés derrière des camouflages.Les différents algorithmes proposés sont illustrés par des résultats sur des jeux de données plénoptiques structurés (de type grilles de caméras) ou non-structurés. / Light fields have gathered much interest during the past few years. Captured from a plenoptic camera or a camera array, they sample the plenoptic function that provides rich information about the radiance of any ray passing through the observed scene. They offer a pletora of computer vision and graphics applications: 3D reconstruction, segmentation, novel view synthesis, inpainting or matting for instance.Reconstructing the light field consists in recovering the missing rays given the captured samples. In this work we cope with the problem of reconstructing the light field in order to synthesize an image, as if it was taken by a camera closer to the scene than the input plenoptic device or set of cameras. Our approach is to formulate the light field reconstruction challenge as an image-based rendering (IBR) problem. Most of IBR algorithms first estimate the geometry of the scene, known as a geometric proxy, to make correspondences between the input views and the target view. A new image is generated by the joint use of both the input images and the geometric proxy, often projecting the input images on the target point of view and blending them in intensity.A naive color blending of the input images do not guaranty the coherence of the synthesized image. Therefore we propose a direct multi-scale approach based on Laplacian rendering to blend the source images at all the frequencies, thus preventing rendering artifacts.However, the imperfection of the geometric proxy is also a main cause of rendering artifacts, that are displayed as a high-frequency noise in the synthesized image. We introduce a novel variational rendering method with gradient constraints on the target image for a better-conditioned linear system to solve, removing the high-frequency noise due to the geometric proxy.Some scene reconstructions are very challenging because of the presence of non-Lambertian materials; moreover, even a perfect geometric proxy is not sufficient when reflections, transparencies and specularities question the rules of parallax. We propose an original method based on the local approximation of the sparse light field in the plenoptic space to generate a new viewpoint without the need for any explicit geometric proxy reconstruction. We evaluate our method both quantitatively and qualitatively on non-trivial scenes that contain non-Lambertian surfaces.Lastly we discuss the question of the optimal placement of constrained cameras for IBR, and the use of our algorithms to recover objects that are hidden behind a camouflage.The proposed algorithms are illustrated by results on both structured (camera arrays) and unstructured plenoptic datasets.

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