A. 8:30 - 8:50, 20 min Introduction 1. Overview of area and the course 2. Acquiring 3D models from images 3. Applications to computer graphics B. 8:50 - 9:35, 45 min Acquiring images (Curless and Seitz) 1. Image formation - The lens law - Aberrations 2. Media and Sensors - Film - CCD's 3. Cameras as radiometric tools 4. Camera calibration C. 9:35 - 10:15, 40 min Overview of passive vision techniques (Seitz) 1. Cues for 3D inference (parallax, shading, focus, texture) 2. Reconstruction techniques - Stereo - Structure from motion - Shape from shading - Photometric stereo - Other approaches 3. Strengths and Limitations <> 10:15 - 10:30 Break E. 11:20 - 12:00, 40 min Voxel-based techniques for reconstruction (Seitz) 1. Reconstructing discretized scenes from images - Complexity and computability 2. Volume intersection - Shape from silhouettes 3. Voxel coloring - Plane-sweep visibility - Reconstructing small objects and panoramic scenes 4. Space carving - Toward 3D photorealistic walkthroughs - Ambiguities in scene reconstruction - Convergence properties 5. Related approaches D. 10:30 - 11:20, 50 min Façade: modeling architectural scenes (Debevec) 1. Capabilities and Limitations of passive stereo - Immersion '94 project, Interval Research Corporation 2. Constrained structure recovery - Architectural primitives 3. Photogrammetry - Recovering camera parameters - Making use of user-interaction 4. Refining structure with Model-based stereo 5. Connections to image-based rendering - Impact of geometric accuracy on rendering quality - Local vs. global 3D models - Geometry's role in view interpolation, virtual environment construction, and reflectance recovery. <> 12:00 - 1:30 Lunch F. 1:30 - 2:15, 45 min Overview of active vision techniques (Curless) 1. Imaging radar - Time of flight - Amplititude modulation 2. Optical triangulation - Scanning with points and stripes - Spacetime analysis 3. Interferometry - Moire 4. Structured light applied to passive vision - Stereo - Depth from defocus 5. Reflectance capture - From shape-directed lighting - Using additional lighting G. 2:15 - 2:55, 40 min Desktop 3D photography (Bouguet) 1. Traditional scanning is expensive, but... desklamp + pencil = structured light 2. Geometry of shadow scanning - Indoor: on the desktop - Outdoor: the sun as structured light 3. Image processing: Spacetime analysis for better accuracies 4. Calibration issues - Camera calibration - Light source calibration 5. Experimental results (indoor and outdoor) 6. Error analysis and Real-time implementation H. 2:55 - 3:35, 40 min Shape and appearance from images and range data (Curless) 1. Registration 2. Reconstruction from point clouds 3. Reconstruction from range images - Zippering - Volumetric merging 4. Modeling appearance <> 3:35 - 3:50 Break I. 3:50 - 4:40, 50 min Application: The Digital Michelangelo Project (Levoy) 1. Goals - Capturing the shape and apperance of: - Michelangelo's sculptures - Renaissance architecture 2. Motivation - Scholarly inquiry - Preservation through digital archiving - Virtual museums - High fidelity reproductions 3. Design requirements - Geometry: from chisel marks to building facades - Appearance: reflectance of wood, stone, marble 4. Custom scanning hardware 5. Capturing appearance with high resolution photographs J. 4:40 - 5:00, 20 min Discussion: 3D cameras and the future of photography (Everyone) 1. What are the killer apps for 3D photography? 2. When are passive vs. active techniques appropriate? 3. How will consumer-grade technology influence 3D photography? 4. Will 3D photography itself become a consumer product? <> Adjourn