Light field rendering Levoy, Marc; Hanrahan, Pat
Proceedings of the 23rd annual conference on Computer graphics and interactive techniques,
08/1996
Conference Proceeding
Odprti dostop
A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by ...warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function - the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination.
We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We have created light fields from large arrays of both rendered and digitized images. The latter are acquired using a video camera mounted on a computer-controlled gantry. Once a light field has been created, new views may be constructed in real time by extracting slices in appropriate directions. Since the success of the method depends on having a high sample rate, we describe a compression system that is able to compress the light fields we have generated by more than a factor of 100:1 with very little loss of fidelity. We also address the issues of antialiasing during creation, and resampling during slice extraction.
In wave optics, the Wigner distribution and its Fourier dual, the ambiguity function, are important tools in optical system simulation and analysis. The light field fulfills a similar role in the ...computer graphics community. In this paper, we establish that the light field as it is used in computer graphics is equivalent to a smoothed Wigner distribution and that these are equivalent to the raw Wigner distribution under a geometric optics approximation. Using this insight, we then explore two recent contributions: Fourier slice photography in computer graphics and wavefront coding in optics, and we examine the similarity between explanations of them using Wigner distributions and explanations of them using light fields. Understanding this long-suspected equivalence may lead to additional insights and the productive exchange of ideas between the two fields.
The ability of a camera to record a high dynamic range image, whether by taking one snapshot or a sequence, is limited by the presence of veiling glare - the tendency of bright objects in the scene ...to reduce the contrast everywhere within the field of view. Veiling glare is a global illumination effect that arises from multiple scattering of light inside the camera's body and lens optics. By measuring separately the direct and indirect components of the intra-camera light transport, one can increase the maximum dynamic range a particular camera is capable of recording. In this paper, we quantify the presence of veiling glare and related optical artifacts for several types of digital cameras, and we describe two methods for removing them: deconvolution by a measured glare spread function, and a novel direct-indirect separation of the lens transport using a structured occlusion mask. In the second method, we selectively block the light that contributes to veiling glare, thereby attaining significantly higher signal-to-noise ratios than with deconvolution. Finally, we demonstrate our separation method for several combinations of cameras and realistic scenes.
Confocal microscopy is a family of imaging techniques that employ focused patterned illumination and synchronized imaging to create cross-sectional views of 3D biological specimens. In this paper, we ...adapt confocal imaging to large-scale scenes by replacing the optical apertures used in microscopy with arrays of real or virtual video projectors and cameras. Our prototype implementation uses a video projector, a camera, and an array of mirrors. Using this implementation, we explore confocal imaging of partially occluded environments, such as foliage, and weakly scattering environments, such as murky water. We demonstrate the ability to selectively image any plane in a partially occluded environment, and to see further through murky water than is otherwise possible. By thresholding the confocal images, we extract mattes that can be used to selectively illuminate any plane in the scene.
QSplat Rusinkiewicz, Szymon; Levoy, Marc
International Conference on Computer Graphics and Interactive Techniques: Proceedings of the 27th annual conference on Computer graphics and interactive techniques,
07/2000
Conference Proceeding
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive ...transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
Zippered polygon meshes from range images Turk, Greg; Levoy, Marc
International Conference on Computer Graphics and Interactive Techniques: Proceedings of the 21st annual conference on Computer graphics and interactive techniques,
07/1994
Conference Proceeding
Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to describe the entire ...object. We present a method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside.
The steps in our method are: 1) align the meshes with each other using a modified iterated closest-point algorithm, 2) zipper together adjacent meshes to form a continuous surface that correctly captures the topology of the object, and 3) compute local weighted averages of surface positions on all meshes to form a consensus surface geometry.
Our system differs from previous approaches in that it is incremental; scans are acquired and combined one at a time. This approach allows us to acquire and combine large numbers of scans with minimal storage overhead. Our largest models contain up to 360,000 triangles. All the steps needed to digitize an object that requires up to 10 range scans can be performed using our system with five minutes of user interaction and a few hours of compute time. We show two models created using our method with range data from a commercial rangefinder that employs laser stripe technology.
Fitting smooth surfaces to dense polygon meshes Krishnamurthy, Venkat; Levoy, Marc
International Conference on Computer Graphics and Interactive Techniques: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques,
08/1996
Conference Proceeding
Recently, a new class of scalable, shared-address-space multiprocessors has emerged. Like message-passing machines, these multiprocessors have a distributed interconnection network and physically ...distributed main memory. However, they provide hardware support for efficient implicit communication through a shared address space, and they automatically exploit temporal locality by caching both local and remote data in a processor's hardware cache. In this article, we show that these architectural characteristics make it much easier to obtain very good speedups on the best known visualization algorithms. Simple and natural parallelizations work very well, the sequential implementations do not have to be fundamentally restructured, and the high degree of temporal locality obviates the need for explicit data distribution and communication management. We demonstrate our claims through parallel versions of three state-of-the-art algorithms: a recent hierarchical radiosity algorithm by Hanrahan et al. (1991), a parallelized ray-casting volume renderer by Levoy (1992), and an optimized ray-tracer by Spach and Pulleyblank (1992). We also discuss a new shear-warp volume rendering algorithm that provides the first demonstration of interactive frame rates for a 256/spl times/256/spl times/256 voxel data set on a general-purpose multiprocessor.< >
Several existing volume rendering algorithms operate by factoring the viewing transformation into a 3D shear parallel to the data slices, a projection to form an intermediate but distorted image, and ...a 2D warp to form an undistorted final image. We extend this class of algorithms in three ways. First, we describe a new object-order rendering algorithm based on the factorization that is significantly faster than published algorithms with minimal loss of image quality. Shear-warp factorizations have the property that rows of voxels in the volume are aligned with rows of pixels in the intermediate image. We use this fact to construct a scanline-based algorithm that traverses the volume and the intermediate image in synchrony, taking advantage of the spatial coherence present in both. We use spatial data structures based on run-length encoding for both the volume and the intermediate image. Our implementation running on an SGI Indigo workstation renders a 2563 voxel medical data set in one second. Our second extension is a shear-warp factorization for perspective viewing transformations, and we show how our rendering algorithm can support this extension. Third, we introduce a data structure for encoding spatial coherence in unclassified volumes (i.e. scalar fields with no precomputed opacity). When combined with our shear-warp rendering algorithm this data structure allows us to classify and render a 2563 voxel volume in three seconds. The method extends to support mixed volumes and geometry and is parallelizable.
Compared to DSLR cameras, smartphone cameras have smaller sensors, which limits their spatial resolution; smaller apertures, which limits their light gathering ability; and smaller pixels, which ...reduces their signal-to noise ratio. The use of color filter arrays (CFAs) requires demosaicing, which further degrades resolution. In this paper, we supplant the use of traditional demosaicing in single-frame and burst photography pipelines with a multiframe super-resolution algorithm that creates a complete RGB image directly from a burst of CFA raw images. We harness natural hand tremor, typical in handheld photography, to acquire a burst of raw frames with small offsets. These frames are then aligned and merged to form a single image with red, green, and blue values at every pixel site. This approach, which includes no explicit demosaicing step, serves to both increase image resolution and boost signal to noise ratio. Our algorithm is robust to challenging scene conditions: local motion, occlusion, or scene changes. It runs at 100 milliseconds per 12-megapixel RAW input burst frame on mass-produced mobile phones. Specifically, the algorithm is the basis of the Super-Res Zoom feature, as well as the default merge method in Night Sight mode (whether zooming or not) on Google's flagship phone.