Modeling Light. On Simulating the Visual Experience

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Modeling Light 15-463: Rendering and Image Processing Alexei Efros On Simulating the Visual Experience Just feed the eyes the right data No one will know the difference! Philosophy: Ancient question: Does the world really exist? Science fiction: Many, many, many books on the subject Latest take: The Matrix Physics: Slowglass might be possible? Computer Science: Virtual Reality To simulate we need to know: How and what does a person see? 1

Today How do we see the world? Geometry of Image Formation What do we see? The Plenoptic Function How do we recreate visual reality? Sampling the Plenoptic Function Ray Reuse The Theatre Workshop metaphor How do we see the world? object film Let s design a camera Idea 1: put a piece of film in front of an object Do we get a reasonable image? Slide by Steve Seitz 2

Pinhole camera object barrier film Add a barrier to block off most of the rays This reduces blurring The opening known as the aperture How does this transform the image? Slide by Steve Seitz Camera Obscura The first camera Known to Aristotle Depth of the room is the focal length Pencil of rays all rays through a point Can we measure distances? Slide by Steve Seitz 3

Distant objects are smaller Figure by David Forsyth Camera Obscura Drawing from The Great Art of Light and Shadow Jesuit Athanasius Kircher, 1646. How does the aperture size affect the image? 4

Shrinking the aperture Less light gets through Why not make the aperture as small as possible? Less light gets through Diffraction effects Slide by Steve Seitz Shrinking the aperture 5

Home-made pinhole camera http://www.debevec.org/pinhole/ The reason for lenses Slide by Steve Seitz 6

Adding a lens object lens film circle of confusion A lens focuses light onto the film There is a specific distance at which objects are in focus other points project to a circle of confusion in the image Changing the shape of the lens changes this distance Slide by Steve Seitz Modeling projection The coordinate system We will use the pin-hole model as an approximation Put the optical center (Center Of Projection) at the origin Put the image plane (Projection Plane) in front of the COP Why? The camera looks down the negative z axis we need this if we want right-handed-coordinates Slide by Steve Seitz 7

Modeling projection Projection equations Compute intersection with PP of ray from (x,y,z) to COP Derived using similar triangles (on board) We get the projection by throwing out the last coordinate: Slide by Steve Seitz Homogeneous coordinates Is this a linear transformation? no division by z is nonlinear Trick: add one more coordinate: homogeneous image coordinates homogeneous scene coordinates Converting from homogeneous coordinates Slide by Steve Seitz 8

Perspective Projection Projection is a matrix multiply using homogeneous coordinates: divide by third coordinate This is known as perspective projection The matrix is the projection matrix Can also formulate as a 4x4 divide by fourth coordinate Slide by Steve Seitz Orthographic Projection Special case of perspective projection Distance from the COP to the PP is infinite Image World Also called parallel projection What s the projection matrix? Slide by Steve Seitz 9

Spherical Projection What if PP is spherical with center at COP? In spherical coordinates, projection is trivial: (θ,φ θ,φ) = (θ,φ θ,φ) Note: doesn t depend on focal length d! The eye The human eye is a camera! Iris - colored annulus with radial muscles Pupil - the hole (aperture) whose size is controlled by the iris What s the film? photoreceptor cells (rods and cones) in the retina 10

The Plenoptic Function Figure by Leonard McMillan Q: What is the set of all things that we can ever see? A: The Plenoptic Function (Adelson & Bergen) Let s start with a stationary person and try to parameterize everything that he can see Grayscale snapshot P(θ,φ) is intensity of light Seen from a single view point At a single time Averaged over the wavelengths of the visible spectrum (can also do P(x,y), but spherical coordinate are nicer) 11

Color snapshot P(θ,φ,λ) is intensity of light Seen from a single view point At a single time As a function of wavelength A movie P(θ,φ,λ,t) is intensity of light Seen from a single view point Over time As a function of wavelength 12

Holographic movie is intensity of light Seen from ANY viewpoint Over time As a function of wavelength P(θ,φ,λ,t,V X,V Y,V Z ) The Plenoptic Function P(θ,φ,λ,t,V X,V Y,V Z ) Can reconstruct every possible view, at every moment, from every position, at every wavelength Contains every photograph, every movie, everything that anyone has ever seen! it completely captures our visual reality! Not bad for function 13

Sampling Plenoptic Function (top view) Just lookup -- Quicktime VR Ray Let s not worry about time and color: 5D 3D position 2D direction P(θ,φ, θ,φ,v X,V Y,V Z ) 14

Ray Reuse Infinite line Assume light is constant (vacuum) 4D 2D direction 2D position non-dispersive medium Can still sample all images! 15

Lumigraph / Lightfield Outside convex space 4D Empty Stuff Lumigraph - Organization 2D position 2D direction θ s 16

Lumigraph - Organization 2D position 2D position s u 2 plane parameterization Lumigraph - Organization 2D position 2D position t s,t s,t u,v v u,v 2 plane parameterization s u 17

Lumigraph - Organization Hold s,t constant Let u,v vary An image s,t u,v Lumigraph / Lightfield 18

Lumigraph - Capture Idea 1 Move camera carefully over s,t plane Gantry see Lightfield paper s,t u,v Lumigraph - Capture Idea 2 Move camera anywhere Rebinning see Lumigraph paper s,t u,v 19

Lumigraph - Rendering For each output pixel determine s,t,u,v either use closest discrete RGB interpolate near values s u Lumigraph - Rendering Nearest closest s closest u draw it Blend 16 nearest quadrilinear interpolation s u 20

2D: Image What is an image? All rays through a point Panorama? Spherical Panorama See also: 2003 New Years Eve http://www.panoramas.dk/fullscreen3/f1.html All light rays through a point form a ponorama Totally captured in a 2D array -- P(θ,φ Where is the geometry??? θ,φ) 21

The Theatre Workshop Metaphor (Adelson & Pentland,1996) desired image Painter Lighting Designer Sheet-metal worker Painter (images) 22

Lighting Designer (environment maps) Show Naimark SF MOMA video http://www.debevec.org/naimark/naimark-displacements.mov Sheet-metal Worker (geometry) Let surface normals do all the work! 23

working together clever Italians Want to minimize cost Each one does what s easiest for him Geometry big things Images detail Lighting illumination effects Façade demo Campanile Movie http://www.debevec.org/campanile/ 24

Next Time Start Small: Image Processing Assignment 1: Out by Monday (check the web) 25