Light field: Difference between revisions

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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.


==Fixed Aperture Rendering==
==Aperture==
===Pinhole Rendering===
How to render with a virtual pin-hole camera.
How to render with a virtual pin-hole camera.


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# You can also do bilinear interpolation along the ST plane and along the XY plane for a smoother/softer image.
# You can also do bilinear interpolation along the ST plane and along the XY plane for a smoother/softer image.


==Variable Aperture Rendering==
===Variable Aperture Rendering===
See Isaksen ''et al.''<ref name="isaksen2000dymanically"></ref> and [https://www.youtube.com/watch?v=p2w1DNkITI8 Implementing a Light Field Renderer].
See Isaksen ''et al.''<ref name="isaksen2000dymanically"></ref> and [https://www.youtube.com/watch?v=p2w1DNkITI8 Implementing a Light Field Renderer].


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# For each pixel, add the sampled colors from each camera with some weight according the distance along the camera plane. For example, you can use the euclidean distance passed through the normal PDF to get a weight. Normalize weights so that they sum to 1.
# For each pixel, add the sampled colors from each camera with some weight according the distance along the camera plane. For example, you can use the euclidean distance passed through the normal PDF to get a weight. Normalize weights so that they sum to 1.
# The focus is defined by the depth to the focus plane and the aperture is controlled by the weights. For aperture, you can add a multiplicative factor before pushing into the normal PDF.
# The focus is defined by the depth to the focus plane and the aperture is controlled by the weights. For aperture, you can add a multiplicative factor before pushing into the normal PDF.
==Focus==


==Resources==
==Resources==