Sea of Images: A Dense Sampling Approach for Rendering Large Indoor Environments

  • Authors:
  • Daniel G. Aliaga;Thomas Funkhouser;Dimah Yanovsky;Ingrid Carlbom

  • Affiliations:
  • -;-;-;-

  • Venue:
  • IEEE Computer Graphics and Applications
  • Year:
  • 2003

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.