a realistic camera model for computer graphics
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A Realistic Camera Model for Computer Graphics Criag Kolb Don Mitchell Pat Hanrahan Presented by Kevin Cheung Current Research Topic Modeling the reflection of light Direct and indirect illumination from light sources Current


  1. A Realistic Camera Model for Computer Graphics Criag Kolb Don Mitchell Pat Hanrahan Presented by Kevin Cheung

  2. Current Research Topic — Modeling the reflection of light — Direct and indirect illumination from light sources

  3. Current Research Challenge — No physically-based camera model for computer graphics — Do not suitable for approximating the behavior of a particular physical camera and lens system — Do not properly model the changes in geometry when focusing — Do not correctly simulate the geometry of image — Do not computer exposure correctly

  4. Why accurate camera models are important? — Accurate comparison with empirical data — Special effects, augmented reality require seamlessly merge acquired imagery with synthetic imagery — Machine vision and scientific application require to simulate cameras and sensors accurately — Explaining the principles of 3d graphics to be able to relate them to real cameras

  5. Methodology — Modified distributed ray tracing algorithm — Compute the exposure on the film plane — Simulating the lens system — Film response — shutter shape — Movement — Filters

  6. Lens Systems — Lens — Individual spherical glass or plastic lens — Stop — Opaque element to permit the passage of light — Aperture stop — Provide control over the quantity of light striking the film plane and the depth of field in the image

  7. Tracing Rays through Lens System

  8. Think Lens Approximation

  9. Think Lens Calculations z’ = P’ – F’ z = P - F

  10. Focusing — Involves moving one or more lens elements along the axis in order to change the distance at which points are focused — Refocusing at z can be done by moving the lens a distance T away from the film plane

  11. The Exit Pupil

  12. Exposure — Film plane over the time that the shutter is open — H(x’) = E(x’)T — E(x’) = irradiance at x’ — T = exposure duration — H(x’) = exposure at x’

  13. Exposure

  14. Irradiance Calculations Standard Form factor Cos^4 Vignetted

  15. Irradiance Calculations Comparisons

  16. Results 35mm wide-angle lens 50mm double-Gauss lens 16mm fisheye lens 200mm telephoto lens

  17. Improvements — Proper geometric relationships between lens, object, and film plane — Capable of simulating non-linear geometric transformations, such as fisheye and anamorphic lenes — Proper image irradiance and exposure because of the correct weighting to rays traced

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