CS 563 Advanced Topics in Computer Graphics Camera Models. by Kevin Kardian

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Transcription:

CS 563 Advanced Topics in Computer Graphics Camera Models by Kevin Kardian

Introduction Pinhole camera is insufficient Everything in perfect focus Less realistic Different camera models are possible Create varying images from the same scene Simply generates rays differently

Camera Model Basics Each model stores very few values Transforms between world and camera spaces Distances to near and far clipping planes Time values simulating camera shutter speed Coordinate Spaces Object space World space Camera space Screen space Normalized device coordinate (NDC) space Raster space

New Coordinate Spaces Camera space Origin at the camera z+ in the direction of viewing y+ in the up direction Screen space The camera space mapped to the image plane z values are scaled to range [0,1] These values correspond to points on the hither and yon planes

New Coordinate Spaces Normalized device coordinate (NDC) space Scales all coordinates to range [0,1] Note that y+ is in the down direction Raster space Similar to NDC space x,y coordinate values scaled to a different range Based on the overall image resolution

Subclass of normal camera models Projective Models Projects objects from a space onto a screen Allows for depth of field Maintains several coordinate space transforms CameraToScreen WorldToScreen RasterToCamera ScreenToRaster RasterToScreen

Orthographic Projection Projects a rectangular volume onto a screen Preserves parallel lines Maintains relative distance between objects Does not account for foreshortening

An Example Rendered using orthographic projection Note the lack of a vanishing point Platform edges remain parallel

Maps z values to range of [0,1] First, aligns z = 0 to the hither plane Implementation Details Then, scales values so that z = 1 matches the yon plane Creating sample rays Sample points are taken from raster space The point is transformed to a point on the hither plane The ray points straight down the z axis Finally, the ray is transformed to world space

Projects a volume onto a screen Perspective Projection This volume is not rectangular Does not maintain parallel lines Accounts for foreshortening More realistic view of object size and distance

An Example Rendered using perspective projection Note the illusion of a vanishing point Image appears to have depth

Implementation Details Plane of projection is actually at z = 1 One unit from the camera position Creating sample rays Projecting sample points: First, scale z values to a range of [0,1] Then, divide x,y coordinate values by the scaled z Finally, scale based on the fov angle to get x,y coordinates to a range of [-1,1] Sample rays all point from the origin to this projection

Actual lenses do not have perfect focus Depth of Field Circle of confusion The image area onto which a single point is projected Based on lens radius and focal distance Focal distance - the distance at which the circle of confusion has no radius Large number of samples required for each pixel

Undersampling

Undersampling

Creating Sample Rays Cook, Porter, Carpenter (1984) Get a random sample point on the lens Observation: Light through the center of a lens isn t refracted Generate this non-refracted ray Find where it intersects the focal plane Sample ray originates at the sample point and points towards this intersection

Example 1

Example 2

Example 3

Example 4

Postprocessing Discussion Consider calculating the size of any give circle of confusion It is apparent that this can be done after ray tracing Each location on the scene can be blurred based on how focused it should appear Where are the flaws in this approach? How/why do these not apply to Cook et al s approach?

Distributed Ray Tracing Approach was to achieve improvements by varying sample rays in time With extra samples, each spatial location could be sampled at several instants of time Instead, separate locations are sampled at varying times Oversampling still occurs Cook, Porter, Carpenter (1984) Same result is achieved with fewer total samples

A preprocessing approach Attempting to render an image then apply blur is flawed Motion Blur Hidden surfaces may be revealed by motion What about background surfaces that are also in motion? What about other visual effects? Potmesil (1983) Solution: Account for motion blur at the time of sampling

Motion Blur Cook, Porter, Carpenter (1984) A distributed approach Different parts of an object are sampled at different times The object as a whole is captured in motion Accounts for various effects because their changes are captured as well Visibility Shading Shadows Depth-of-field Reflections

An Example

Environment Camera Images rendered using ray tracing have more flexibility Consider a point suspended in space Send rays in all directions from that point Scene maps to an image on a spherical plane Image manipulated to give a 2D view on a flat plane

An Example

Implementation Details 180 deg. field of vision from top to bottom 360 deg. field of vision from left to right Note that this camera cannot use linear projections There is no projection matrix Creating sample rays All sample rays have the same origin Sample points are converted to spherical coordinates Coordinates are scaled to the appropriate ranges