Light field: Difference between revisions
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For many scenes, we can assume the air is transparent so that the radiance is consistent along the ray. | For many scenes, we can assume the air is transparent so that the radiance is consistent along the ray. | ||
In these situations, light fields can be reduced to 4D functions defined only on rays in some enclosed scene. | In these situations, light fields can be reduced to 4D functions defined only on rays in some enclosed scene. | ||
You can create a 4D parameterization using a two plane parameterization, typically represented as <math>(s,t,u,v)</math> or a (plane, angle) parameterization to define each ray. | You can create a 4D parameterization using a two plane parameterization, typically represented as <math>(s,t,u,v)</math>, or a (plane, angle) parameterization to define each ray. | ||
==Representations== | ==Representations== | ||
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The easiest way to collect light field data is to simulate it from within a virtual environment using software. | The easiest way to collect light field data is to simulate it from within a virtual environment using software. | ||
Alternative ways to represent light fields is as a radiance field (see NeRF) or as a light field network. | |||
===Parameterizations=== | |||
;Two-plane parameterization | |||
In the two plane parameterization, one plane represents the camera position (u,v) also known as the angular resolution and the other plane represents the pixels (s,t) known as the spatial resolution. | |||
This is also known as ''light slab'' or ''lumigraph''. For 360 light fields, multiple light slabs are needed to represent different directions. A limitation of this method is that transitions between light slabs may not be smooth. | |||
;Spherical | |||
;Plucker | |||
==Aperture== | ==Aperture== | ||
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==Focus== | ==Focus== | ||
See [http://www.plenoptic.info/pages/refocusing.html http://www.plenoptic.info/pages/refocusing.html] | |||
==Glossery== | ==Glossery== | ||