Camera Based Texture Mapping: 3D Applications for 2D Images
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Bounty Jumpers
1 BOUNTY JUMPERS by GUY WINTHROP as told to ALEX COX and DICK RUDE FIFTH DRAFT (c) 1997 2 NEAR KERNSTOWN, VIRGINIA, 1862 EXT DUSK TITLE: MARCH 1862. KERNSTOWN. A UNION FORCE UNDER JAMES SHIELDS HAS DEFEATED "OLD BLUE LIGHT", A.K.A. "STONEWALL", JACKSON. TONIGHT, "OLD BLUE LIGHT" COUNTERATTACKS. MATTE PAINTING. 5,000 campfires signal the presence of the Army of the Potomac. The air is damp and the fires smoulder. SHEET LIGHTNING flickers, briefly illuminating drawn-up wagons and artillery, and the thick forests of the Shenendoah Mountains beyond. UNION ENCAMPMENT EXT DUSK COLONEL W.W. BELKNAP rides a white horse through the camp. CAPTAIN BIERCE is at his side. BELKNAP is 24 years old, straight-backed with a mane of yellow hair. Spare, almost frail-looking, clean-shaven save for sideburns at the curve of his jaws, he is correctly dressed in every detail. BIERCE is almost 50 and bespectacled. He has a rubber ponchothrown over his uniform and rides a plain dun horse. BELKNAP surveys the MEN of the 6th Illinois Volunteers trooping into camp. Their feet sink into the churned-up MUD. They are exhausted. Their weapons are slung over their shoulders or carried in their hands. BELKNAP The Army is cowardly tonight. BIERCE The Army is WET tonight, Colonel Belknap. Wet and cold. And yes, it doesn't want to end up like that -- He indicates a corpse lying in a pool of yellow water. 3 Its face and clothing are covered with mud. Several wagons have rolled over it. BELKNAP Disgraceful. (calls to two passing MEN) You! You! The MEN turn and look up at BELKNAP on his horse. -
Digital Compositing Is an Essential Part of Visual Effects, Which Are
Digital compositing is an essential part of visual effects, which are everywhere in the entertainment industry today—in feature fi lms, television commercials, and even many TV shows. And it’s growing. Even a non- effects fi lm will have visual effects. It might be a love story or a comedy, but there will always be something that needs to be added or removed from the picture to tell the story. And that is the short description of what visual effects are all about— adding elements to a picture that are not there, or removing something that you don’t want to be there. And digital compositing plays a key role in all visual effects. The things that are added to the picture can come from practically any source today. We might be add- ing an actor or a model from a piece of fi lm or video tape. Or perhaps the mission is to add a spaceship or dinosaur that was created entirely in a computer, so it is referred to as a computer generated image (CGI). Maybe the element to be added is a matte painting done in Adobe Photoshop®. Some elements might even be created by the compositor himself. It is the digital compositor that takes these dis- parate elements, no matter how they were created, and blends them together artistically into a seam- less, photorealistic whole. The digital compositor’s mission is to make them appear as if they were all shot together at the same time under the same lights with the same camera, and then give the shot its fi nal artistic polish with superb color correction. -
Automatic 2.5D Cartoon Modelling
Automatic 2.5D Cartoon Modelling Fengqi An School of Computer Science and Engineering University of New South Wales A dissertation submitted for the degree of Master of Science 2012 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES T hesis!Dissertation Sheet Surname or Family name. AN First namEY. Fengqi Orner namels: Zane Abbreviatlo(1 for degree as given in the University calendar: MSc School: Computer Science & Engineering Faculty: Engineering Title; Automatic 2.50 Cartoon Modelling Abstract 350 words maximum: (PLEASE TYPE) Declarat ion relating to disposition of project thesis/dissertation I hereby grant to the University of New South Wales or its agents the right to archive and to make available my thesis or dissertation in whole orin part in the University libraries in all forms of media, now or here after known, subject to the provisions of the Copyright Act 1968. I retain all property rights, such as patent rights. I also retain the right to use in future works (such as articles or books) all or part of thts thesis or dissertation. I also authorise University Microfilms to use the 350 word abstract of my thesis in Dissertation· Abstracts International (this is applicable to-doctoral theses only) .. ... .............. ~..... ............... 24 I 09 I 2012 Signature · · ·· ·· ·· ···· · ··· ·· ~ ··· · ·· ··· ···· Date The University recognises that there may be exceptional circumstances requiring restrictions on copying or conditions on use. Requests for restriction for a period of up to 2 years must be made in writi'ng. Requests for -
Vfx World Article
xRez Studio Explores Depth of Gigapixel Imagery for Visual Effects Production xRez Studio is continuing to further the art and science behind panoramic gigapixel photography by recently launching a visual effects division, offering a production methodology for creating state-of-the-art, high-resolution virtual backgrounds for visual effects work. Taking gigapixel photography beyond an academic research topic and into a real production environment, xRez Studio provides gigapixel shooting expertise, efficient post-production of the images, photogrammetry of image elements, very high resolution high dynamic range acquisition, and 3D animation sourced from the images. The xRez photographic process generates extremely high-resolution images up to 150,000 pixels wide, far surpassing feature film standards and 900 times larger than an IMAX frame. Gigapixel imagery refers to the amount of pixels or effective detail in an image, with one gigapixel being comprised of over 1,000 mega pixels. A standard digital camera produces around 10 megapixels, but the typical 2 to14 gigapixel image created by the xRez production process contains anywhere from 100 to 1000 times greater resolution. In their methodology, a gigapixel image is created from a mosaic of anywhere from 300 to 800 overlapping images that are unified to form one complete, massive image that is astoundingly rich in texture and minute detail. xRez Studio has recently completed an unprecedented library of over 270 gigapixel images of 34 major US cities for licensing as backgrounds by the visual effects field (a new version of a scenic backing or matte painting service). The shots in the collection were taken from a variety of dramatic urban vantage points, which can provide the foundation for virtual cinematography, modification of weather, light, or even the character of the space when applied to visual effects work. -
Shot Notes Pg 1/5 Vimeo.Com/Bencampanaro/2018Reel 0:05 - S.W.A.T
BEN CAMPANARO visual effects compositor shot notes pg 1/5 vimeo.com/bencampanaro/2018reel 0:05 - S.W.A.T. - Record Label I replaced the label of this spinning record with text artwork provided by production. Planar tracks were combined with simple expressions to stabilize the working space. Unique composites were built for each light direction in the plate, and mixed between with expressions sampling shifts in luminance. 0:09 - The Tick - Pushing the SUV (3 cuts) For these CG vehicle shots, I combined VRay AOVs, RGB-lit smoke and spark renders, a scuffed street surface painting, stock smoke elements, and outsourced actor roto to build the final sequence. Careful attention was given to the balance of practical and CG shadows, and re- texturing in comp to add irregularity to the SUV’s surface. 0:15 - Limitless - Head Replacement Part of a "heightened-reality" montage, I isolated the lead actor’s head from a green screen plate and swapped it with the body of a professional guitarist. Stabilization, spline warps, and reconstruction of the collar and hood helped blend the seams. 0:19 - Scorpion - Sinkhole Opens With roto help from several artists, I projected a ground replacement matte painting over this plate, then integrated CG object renders from VRay, and Mantra renders of crumbling surface animation. Multiple layers of stock dust and mortar explosions helped add detail. 0:23 - Scorpion - Alligator Close-up For this hero shot, our alligator was rendered full-body. In comp, I projected the empty plate onto a high-poly plane, displacing it with the actual waves from the footage. -
Introduction Week 1, Lecture 1
CS 430 Computer Graphics Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University 1 Overview • Course Policies/Issues • Brief History of Computer Graphics • The Field of Computer Graphics: A view from 66,000ft • Structure of this course • Homework overview • Introduction and discussion of homework #1 2 Computer Graphics I: Course Goals • Provide introduction to fundamentals of 2D and 3D computer graphics – Representation (lines/curves/surfaces) – Drawing, clipping, transformations and viewing – Implementation of a basic graphics system • draw lines using Postscript • simple frame buffer with PBM & PPM format • ties together 3D projection and 2D drawing 3 Interactive Computer Graphics CS 432 • Learn and program WebGL • Computer Graphics was a pre-requisite – Not anymore • Looks at graphics “one level up” from CS 430 • Useful for Games classes • Part of the HCI and Game Development & Design tracks? 5 Advanced Rendering Techniques (Advanced Computer Graphics) • Might be offered in the Spring term • 3D Computer Graphics • CS 430/536 is a pre-requisite • Implement Ray Tracing algorithm • Lighting, rendering, photorealism • Study Radiosity and Photon Mapping 7 ART Student Images 8 Computer Graphics I: Technical Material • Course coverage – Mathematical preliminaries – 2D lines and curves – Geometric transformations – Line and polygon drawing – 3D viewing, 3D curves and surfaces – Splines, B-Splines and NURBS – Solid Modeling – Color, hidden surface removal, Z-buffering 9 -
CS 4204 Computer Graphics 3D Views and Projection
CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: * Topic we’ve already discussed • *Define object in local coordinates • *Place object in world coordinates (modeling transformation) Viewing: • Define camera parameters • Find object location in camera coordinates (viewing transformation) Projection: project object to the viewplane Clipping: clip object to the view volume *Viewport transformation *Rasterization: rasterize object Simple teapot demo 3D rendering pipeline Vertices as input Series of operations/transformations to obtain 2D vertices in screen coordinates These can then be rasterized 3D rendering pipeline We’ve already discussed: • Viewport transformation • 3D modeling transformations We’ll talk about remaining topics in reverse order: • 3D clipping (simple extension of 2D clipping) • 3D projection • 3D viewing Clipping: 3D Cohen-Sutherland Use 6-bit outcodes When needed, clip line segment against planes Viewing and Projection Camera Analogy: 1. Set up your tripod and point the camera at the scene (viewing transformation). 2. Arrange the scene to be photographed into the desired composition (modeling transformation). 3. Choose a camera lens or adjust the zoom (projection transformation). 4. Determine how large you want the final photograph to be - for example, you might want it enlarged (viewport transformation). Projection transformations Introduction to Projection Transformations Mapping: f : Rn Rm Projection: n > m Planar Projection: Projection on a plane. -
Greatest Year with 476 Films Released, and Many of Them Classics, 1939 Is Often Considered the Pinnacle of Hollywood Filmmaking
The Greatest Year With 476 films released, and many of them classics, 1939 is often considered the pinnacle of Hollywood filmmaking. To celebrate that year’s 75th anniversary, we look back at directors creating some of the high points—from Mounument Valley to Kansas. OVER THE RAINBOW: (opposite) Victor Fleming (holding Toto), Judy Garland and producer Mervyn LeRoy on The Wizard of Oz Munchkinland set on the MGM lot. Fleming was held in high regard by the munchkins because he never raised his voice to them; (above) Annie the elephant shakes a rope bridge as Cary Grant and Sam Jaffe try to cross in George Stevens’ Gunga Din. Filmed in Lone Pine, Calif., the bridge was just eight feet off the ground; a matte painting created the chasm. 54 dga quarterly photos: (Left) AMpAs; (Right) WARneR BRos./eveRett dga quarterly 55 ON THEIR OWN: George Cukor’s reputation as a “woman’s director” was promoted SWEPT AWAY: Victor Fleming (bottom center) directs the scene from Gone s A by MGM after he directed The Women with (left to right) Joan Fontaine, Norma p with the Wind in which Scarlett O’Hara (Vivien Leigh) ascends the staircase at Shearer, Mary Boland and Paulette Goddard. The studio made sure there was not a Twelve Oaks and Rhett Butler (Clark Gable) sees her for the first time. The set single male character in the film, including the extras and the animals. was built on stage 16 at Selznick International Studios in Culver City. ight) AM R M ection; (Botto LL o c ett R ve e eft) L M ection; (Botto LL o c BAL o k M/ g znick/M L e s s A p WAR TIME: William Dieterle (right) directing Juarez, starring Paul Muni (center) CROSS COUNTRY: Cecil B. -
On the Dimensionality of Deformable Face Models
On the Dimensionality of Deformable Face Models CMU-RI-TR-06-12 Iain Matthews, Jing Xiao, and Simon Baker The Robotics Institute Carnegie Mellon University 5000 Forbes Avenue Pittsburgh, PA 15213 Abstract Model-based face analysis is a general paradigm with applications that include face recognition, expression recognition, lipreading, head pose estimation, and gaze estimation. A face model is first constructed from a collection of training data, either 2D images or 3D range scans. The face model is then fit to the input image(s) and the model parameters used in whatever the application is. Most existing face models can be classified as either 2D (e.g. Active Appearance Models) or 3D (e.g. Morphable Models.) In this paper we compare 2D and 3D face models along four axes: (1) representational power, (2) construction, (3) real-time fitting, and (4) self occlusion reasoning. For each axis in turn, we outline the differences that result from using a 2D or a 3D face model. Keywords: Model-based face analysis, 2D Active Appearance Models, 3D Morphable Models, representational power, model construction, non-rigid structure-from-motion, factorization, real- time fitting, the inverse compositional algorithm, constrained fitting, occlusion reasoning. 1 Introduction Model-based face analysis is a general paradigm with numerous applications. A face model is first constructed from either a set of 2D training images [Cootes et al., 2001] or a set of 3D range scans [Blanz and Vetter, 1999]. The face model is then fit to the input image(s) and the model parameters are used in whatever the application is. -
Glossary 7 8 9 1120 180-Degree Rule from One Cut to Another, the Camera May Not Cross an Imaginary Line Drawn 1 Behind the Characters
1EEEE 2 1113 4 1115 1116 7 8 9 1110 1 2 3 4 5 6EEE Glossary 7 8 9 1120 180-degree rule From one cut to another, the camera may not cross an imaginary line drawn 1 behind the characters. 2 3 90-degree rule The camera may never be placed 90 degrees facing the subject, but rather set 4 off the center to give an illusion of depth. 5 actualités Events filmed as they were happening, events that would be happening even if the 6 camera weren’t there. 7 8 ambient sound See room tone and world tone below: the sound added to a sequence to provide 9 aural atmosphere. 1130 1 anamorphic process The camera lens “squeezes” an image onto the film. When unsqueezed by 2 the projector lens, the ratio of the image is 1:2.35. Panavision was the most common proprietary 3 anamorphic process. 4 aspect ratio The relationship of screen width to height. There are four ratios. “Standard” ratio 5 existed from the early 1930s through the early 1950s and is 1:1.3. Two wide-screen ratios are 6 1:1.6 and 1:1.85. Anamorphic wide screen (CinemaScope, Panavision) is 1:2.35. 7 8 aura Critic Walter Benjamin’s term for the uniqueness of a work of art which is lost when, as in 9 film, it is mechanically reproduced. 1140 1 auteur Originally French but now a universal term for the film director who realizes a personal 2 style in his or her films. 3 auteur theory This analyzes film based on the idea that the director is the creative force. -
3D Object Detection from a Single RGB Image Via Perspective Points
PerspectiveNet: 3D Object Detection from a Single RGB Image via Perspective Points Siyuan Huang Yixin Chen Tao Yuan Department of Statistics Department of Statistics Department of Statistics [email protected] [email protected] [email protected] Siyuan Qi Yixin Zhu Song-Chun Zhu Department of Computer Science Department of Statistics Department of Statistics [email protected] [email protected] [email protected] Abstract Detecting 3D objects from a single RGB image is intrinsically ambiguous, thus re- quiring appropriate prior knowledge and intermediate representations as constraints to reduce the uncertainties and improve the consistencies between the 2D image plane and the 3D world coordinate. To address this challenge, we propose to adopt perspective points as a new intermediate representation for 3D object detection, defined as the 2D projections of local Manhattan 3D keypoints to locate an object; these perspective points satisfy geometric constraints imposed by the perspective projection. We further devise PerspectiveNet, an end-to-end trainable model that simultaneously detects the 2D bounding box, 2D perspective points, and 3D object bounding box for each object from a single RGB image. PerspectiveNet yields three unique advantages: (i) 3D object bounding boxes are estimated based on perspective points, bridging the gap between 2D and 3D bounding boxes without the need of category-specific 3D shape priors. (ii) It predicts the perspective points by a template-based method, and a perspective loss is formulated to maintain the perspective constraints. (iii) It maintains the consistency between the 2D per- spective points and 3D bounding boxes via a differentiable projective function. Experiments on SUN RGB-D dataset show that the proposed method significantly outperforms existing RGB-based approaches for 3D object detection. -
DLA-RS4810 3D Enabled D-ILA Media Room Projector
DLA-RS4810 3D Enabled D-ILA Media Room Projector An ideal media room 4K Precision 3D enabled D-ILA projector featuring 4K e-shift 2 technology with a native contrast ratio of 50,000:1 • 1080p Three Chip 3D Enabled D-ILA Projector • Upgraded lens memory function memorizes 5 positions of focus, zoom and shift enabling recall of a variety of • High definition e-shift2 4K Precision (3840 X 2160) aspect ratio configurations Projected Image • Control: LAN / RS-232C / IR / 12 V Screen Trigger • 50,000:1 Native Contrast Ratio Output / New remote control with 3D functions • Multiple Pixel Control with JVC's 8 Band Detection • New 230 Watt NSH Illumination System (improves lamp — 2K to 4K Upscaling Engine life to 4,000 hours in Normal Mode) • Highly customizable built-in 2D to 3D converter • Available exclusively through AVAD custom installers creates dynamic 3D images from 2D video content Certified Performance QC and 3 year parts & labor warranty • 1.4 to 2.8:1 motorized zoom lens with Horizontal and Vertical offset Note: Optional 3D Glasses (PK-AG3 or PK-AG2) and 3D Synchro Emitter (PK-EM2 or PK-EM1) are required for viewing images in 3D. JVC e-shift 2 Projection 4K Precision D-ILA 3D Projection* JVC’s totally revamped optical engine incorporating There's nothing like 3D to immerse you into the scene and the DLA-RS4810 uses the three D-ILA imaging devices and new 4K e-shift 2 frame sequential method which provides separate left-eye and right-eye images technology provides improved contrast and natural through synchronized active shutter glasses.