Game Development Reference
In-Depth Information
p
1
p
3
x
im
r
p
1
+
p
3
1
x
im
r
p
1
+
p
3
x
im
r
p
1
+
p
3
x
im
r
r
4
r
4
r
1
r
r
2
r
2
r
3
r
3
w
x
p
2
p
3
4
y
im
r
p
2
1
+
p
3
1
y
im
r
p
2
+
p
3
y
im
r
p
2
3
+
p
3
y
im
r
r
4
r
r
r
r
2
r
2
r
r
3
w
=
y
1
3
4
im
l
1
1
3
1
im
l
1
2
3
im
l
1
3
3
im
l
p
p
x
p
+
p
x
p
+
p
x
p
+
p
x
l
4
l
l
l
l
l
2
l
3
l
w
z
.
(51)
2
4
3
4
im
l
2
1
3
1
im
l
2
2
3
2
im
l
2
3
3
3
im
l
p
p
y
p
+
p
y
p
+
p
y
p
+
p
y
w
x
l
l
l
l
l
l
l
l
b
B
From equation 51, x w can be easily calculated using least squares as:
(
) (
)
.
(52)
x
w
=
B
T
B
B
T
b
Figure 3. The projection and 3-D reconstruction process of the 3-D face
model. From two cameras C and C we get a pair of stereo images
through projection. 3-D reconstruction is then applied on each pair of
corresponding points
im
l x to obtain their original 3-D
correspondence x w . The reconstructed 3-D model can then be projected
into an arbitrary virtual camera C to form a virtual view. This is just the
traditional view transformation process. Alternatively, the 3-D model
reconstruction step could be neglected and the virtual view synthesized
directed from the two stereo views. This image-based-rendering idea will be
explored in the next section.
im
r
x
and
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