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The Uncanny Valley in 3D Modeling

The Uncanny Valley in 3D Modeling. Steve Seitz and Rick Szeliski BIRS Workshop on Computer Vision and the Internet August 31, 2009. The Uncanny Valley.

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The Uncanny Valley in 3D Modeling

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  1. The Uncanny Valleyin 3D Modeling Steve Seitz and Rick Szeliski BIRS Workshop onComputer Vision and the Internet August 31, 2009

  2. The Uncanny Valley • "The uncanny valley hypothesis holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The "valley" in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot's lifelikeness. It was introduced by Japanese roboticist Masahiro Mori in 1970." <exerpt from Wikipedia>

  3. Final Fantasy

  4. Polar Express

  5. Façade

  6. View-dependent texture mapping • Determine visible cameras for each surface element • Blend textures (images) depending on distance between original camera and novel viewpoint

  7. Model-based stereo • Compute offset from block model • Some more results:

  8. Graz reconstruction

  9. Photo Tourism

  10. Piecewise planar proxiesSinha, Steedly, Szeliski ICCV’09 http://research.microsoft.com/en-us/um/redmond/groups/ivm/PlanarStereo/

  11. Reflections

  12. Change blindness http://www.psych.ubc.ca/~rensink/flicker/download/

  13. Lightness constancy

  14. Image Based Rendering Output Image Real Scene Synthetic Camera Images+Model Real Cameras -or- Expensive Image Synthesis

  15. Graphics/Imaging Continuum Concentric mosaics Image centric Geometry centric Lumigraph Light field Fixed geometry View-dependent texture View-dependent geometry Sprites with depth LDI Polygon rendering + texture mapping Interpolation Warping

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