Designing a fully integrated 360° video camera supporting 6DoF
head motion parallax requires overcoming many technical hurdles,
including camera placement, optical design, sensor resolution,
system calibration, real-time video capture, depth reconstruction,
and real-time novel view synthesis. While there is a large body of
work describing various system components, such as multi-view depth
estimation, our paper is the first to describe a complete,
reproducible system that considers the challenges arising when
designing, building, and deploying a full end-to-end 6DoF video
camera and playback environment. Our system includes a
computational imaging software pipeline supporting online
markerless calibration, high-quality reconstruction, and real-time
streaming and rendering. Most of our exposition is based on a
professional 16-camera configuration, which will be commercially
available to film producers. However, our software pipeline is
generic and can handle a variety of camera geometries and
configurations. The entire calibration and reconstruction software
pipeline along with example datasets is open sourced to encourage
follow-up research in high-quality 6DoF video reconstruction and
rendering.
Notable Publications
We extended the notion of plenoptic, image-based rendering into
reflection space by merging sphere maps and radially isotropic BRDF
into a series of reflection maps, one defined on each vertex of an
object-enclosing geodesic. We introduced the notion of spherical
barycentric interpolation to blend adjacent reflection maps to get
intermediate reflection maps. This paper was the first to generalize
the notion of barycentric interpolation onto a spherical manifold.
We recognized that bump mapping can be done in “flat”
tangent space (tangent fiber bundle) and thus is amenable to
computation in a plane of pixel processors. This work led directly
to the first pixel shader compiler for graphics hardware.
We introduced the notion of using texture mapping hardware to
perform volume rendering. However, the real touchstone of this
paper was the insight that fan and cone beam back projection used
in tomographic reconstruction (i.e. to perform a Radon transform
using the central projection slice theorem) was essentially the
same as the forward projection used in volume rendering, and thus
could use the same texture mapping hardware with a projective
interpolation term.
Line Integral Convolution (LIC) is a vector visualization imaging
operator. It takes a vector field, an image, and a 1-D convolution
kernel, and convolves the image along the vector field lines by the
kernel. It represents a seminal work in this arena, spawning
substantive research and a number of Ph.D. theses based directly on
this technique.
In this paper we used micro-facet simulations to build up BRDF
sample points. The sampled data was then fit using spherical
harmonics (orthogonal wave basis functions defined on a spherical
manifold). It was early work in BRDFs, introducing the notion of
spherical harmonics to approximate BRDFs and the use of micro-facet
simulations. It became the basis of my Master's thesis. It was also
the first to bring ANSI standard illumination notation to the
computer graphics community.