Light Field Duality: Concept and Applications: Difference between revisions

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Authors: George Chen, Li Hong, Kim Ng, Peter McGuinness, Christian Hofsetz, Yang Liu, Nelson Max
Authors: George Chen, Li Hong, Kim Ng, Peter McGuinness, Christian Hofsetz, Yang Liu, Nelson Max
Affiliations: STMicroelectronics, UC Davis
Affiliations: STMicroelectronics, UC Davis
* [https://dl.acm.org/doi/pdf/10.1145/585740.585743 Paper (escholorship mirror)]
==Background==
A light field is the set of all rays in a 2D space. It is a 5D function of <math>(x,y,z)</math> position and <math>(\theta, \phi)</math> angle.
However for practical scenes, you can assume that the light along a ray is consistent through empty spaces (air).
Thus it can be represented in 4D as either a position <math>(u, v)</math> on a fixed plane and an angle <math>(\theta, \phi)</math> or as two positions <math>(u, v)</math> and <math>(s, t)</math> on two nearby parallel planes.
See [[Light field]].


==Dual Representation==
==Dual Representation==
[[File:Light field duality fig1.png|thumb|400px]]
The paper forms the dual representation between points in 3D world coordinates and hyperlines in the 2-plane 4D parameterization of light fields.   
The paper forms the dual representation between points in 3D world coordinates and hyperlines in the 2-plane 4D parameterization of light fields.   
By hyperline, they mean a 2D manifold in 4D space that is the intersection of two 4D hyperplanes.
By hyperline, they mean a 2D manifold in 4D space that is the intersection of two 4D hyperplanes.
The duality is defined as follows: 
Given a 3D point <math>P=(x,y,z)</math>, any ray <math>(s,t,u,v)</math> going through P would have: 
<math>
\frac{s-x}{u-x} = \frac{t-y}{v-y} = \frac{z-z_{st}}{z-z_{uv}}
</math>
where <math>z_{st}</math>, <math>z_{uv}</math> are fixed values.
See the figure to the right.
With some algebra, this constraint can be written as either:
<math>
\begin{bmatrix}
z_{uv}-z_{st} & 0 & s-u\\
0 & z_{uv} - z_{st} & t-v
\end{bmatrix}
\begin{bmatrix}
x \\ y \\ z
\end{bmatrix}
=
\begin{bmatrix}
sz_{uv} - uz_{st}\\
tz_{uv} - vz_{st}\\
\end{bmatrix}
</math> 
<math>
\begin{bmatrix}
z-z_{uv} & 0 & z_{st}-z & 0\\
0 & z-z_{uv} & 0 & z_{st} - z
\end{bmatrix}
\begin{bmatrix}s \\ t \\ u \\ v \end{bmatrix}
=
\begin{bmatrix}
x(z_{st}-z_{uv})\\
y(z_{st}-z_{uv})
\end{bmatrix}
</math> 
Given a point, this constraint defines the hyperline in the 4D light field space.
The paper has the following remarks:
* Points in one space are lines in the other.
* (?) A bundle of lines in word space correspond to a set of hyperlinear points in the light field.
* (?) A set of colinear points in world space corresponds to a bundle of hyperlines in the light field.
In the light field space, you get:
* Camera hyperlines (CHL) which correspond to camera points in world space. Hyperpoints along the hyperline have heterogenous colors since they represent images.
* Geometry hyperlines (GHL) which correspond to points in the scene (on surfaces) in world space. Hyperpoints along these hyperlines have homogeneous colors assuming no view dependent effects.
==CHL Light Field Rendering==
==GHL Light Field Rendering==