Camera Models I July 27, 1999 Motivational Film Card Trick July - - PowerPoint PPT Presentation

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Camera Models I July 27, 1999 Motivational Film Card Trick July - - PowerPoint PPT Presentation

Camera Models I July 27, 1999 Motivational Film Card Trick July 27, 1999 Logistics Paper summaries on Camera Models I Any takers? Projects Still slots open for presentation July 27, 1999 Photography and Light


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SLIDE 1

Camera Models I

July 27, 1999

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SLIDE 2

July 27, 1999

Motivational Film

✔Card Trick

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SLIDE 3

July 27, 1999

Logistics

✔Paper summaries on Camera Models I

– Any takers?

✔Projects

– Still slots open for presentation

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SLIDE 4

July 27, 1999

Photography and Light

pho•tog•ra•phy, n., the process or art of producing images of objects by the action of light on a sensitized surface, esp, a film in a camera.

Light…Light…Light….Light...

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SLIDE 5

July 27, 1999

Computer Graphics as Virtual Photography

camera (captures light) synthetic image camera model (focuses simulated lighting)

processing

photo processing tone reproduction real scene 3D models Photography: Computer Graphics: Photographic print

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SLIDE 6

July 27, 1999

Cameras -- What they do

✔In photography, cameras collect light

from a scene and focuses it onto a plane (film)

✔Two aspects to consider

– Geometry – Radiometry

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SLIDE 7

July 27, 1999

Cameras -- What they do

✔Geometry

– Mapping of position of light rays in scene to position of light on film plane

✔Radiometry

– Determination of how much light reaches the image plane

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SLIDE 8

July 27, 1999

Today’s Class

✔Camera Models -- Geometry

– Projections / Pinhole Camera – Aperture Model

  • Thin Lens Model
  • Thick Lens Model

– Geometrical Model

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SLIDE 9

July 27, 1999

Projection

✔In CG, projects 3D world onto a 2D

plane

– Projection from 3D to 2D. – From world to image. – Basis for camera models

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SLIDE 10

July 27, 1999

Projection

✔Projection of a 3D object on a 2D

projection plane is defined by straight rays (projectors) emanating from a single point (center of projection) to each point on the 3D object. The projection is the intersection of these rays with the projection plane.

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SLIDE 11

July 27, 1999

Projection

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SLIDE 12

July 27, 1999

Projection

✔ Perspective ✔ Parallel

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SLIDE 13

July 27, 1999

Projection

✔View Plane Coordinate System

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SLIDE 14

July 27, 1999

Projection

✔Viewing Frustrum

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SLIDE 15

July 27, 1999

Projection

✔ View coordinate system may not coincide

with world coordinate system.

✔ Must transform point in world (x,y,z) to a point

in coordinate system of view (u,v,n)

            =             1 1 z y x M n v u

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SLIDE 16

July 27, 1999

Projection

            − − − = 1

z z y x y z y x x z y x

  • n

n n

  • v

v v

  • u

u u M

✔ (ux,uy,uz) are

coordinates of unit u vector w.r.t. world space

✔ Similar for v, n,

✔ (ox, oy, oz) is the origin

  • f view space w.r.t

world space

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SLIDE 17

July 27, 1999

Projection

✔ Now that you’re in u,v,n space, you still need

to perform the perspective projection.

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SLIDE 18

July 27, 1999

Projection

d p p d p

n u u

+ = ′ d p p d p

n v v

+ = ′ 1 + = ′ d p p p

n u u

1 + = ′ d p p p

n v v

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SLIDE 19

July 27, 1999

Projection

✔Recall homogeneous coordinates

– (X,Y,Z,W) where x = X/W, y = Y/W, z = Z/W

W p d p p p

u n u u

= + = ′ 1 W p d p p p

v n v v

= + = ′ 1

1 + = d p W

n

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SLIDE 20

July 27, 1999

Projection

✔In Matrix form:

            =                         =             1 1 1 1 1 1 1 n v u P n v u d W P P P

n v u

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SLIDE 21

July 27, 1999

Projection

✔Combine with your coordinate system

transform

            =             1

z y x n v u

p p p PM w P P P

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SLIDE 22

July 27, 1999

Projection

✔And this is how it’s done in computer

graphics

✔Use homogeneous coordinates to

include perspective transformation in matrix transform chain.

✔So how does all this relate to cameras...

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SLIDE 23

July 27, 1999

The Pinhole Camera

✔CG uses the pinhole camera model

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SLIDE 24

July 27, 1999

The Pinhole Camera

✔However

– Real cameras have real openings (apertures) -- depth of field – Shutter speed is not instantaneous -- motion blur

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SLIDE 25

July 27, 1999

The Aperture Model

✔First attempt to model real camera

  • ptics

– lens opening is no longer a pinhole – can move the lens away from or toward the film plane to achieve “focussing” – Uses thin lens model

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SLIDE 26

July 27, 1999

The Aperture Model

✔Focal length

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SLIDE 27

July 27, 1999

The Aperture Model

✔The aperture

– circular region in which light can pass through. – Contains a lens that focuses the light – F-Stop = focal length / diameter of opening

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SLIDE 28

July 27, 1999

The Aperture Model

✔Thin lens geometry - focus

f s s 1 1 1 = ′ +

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SLIDE 29

July 27, 1999

The Aperture Model

✔Depth of Field

– Depth range at which the scene will appear in focus in the resulting image. – Points outside this range will appear as blurry circles on the image (circle of confusion)

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SLIDE 30

July 27, 1999

The Aperture Model

✔Depth of field -- example

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SLIDE 31

July 27, 1999

The Aperture Model

✔Circle of confusion

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SLIDE 32

July 27, 1999

The Aperture Model

✔Simulating Depth of field effects

– [Potmesil81] – Postprocess the image to simulate additional light resulting from circle of confusion. – Filter based on the physics of lens optics

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SLIDE 33

July 27, 1999

The Aperture Model

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SLIDE 34

July 27, 1999

The Aperture Model

✔Note on depth of field

– In reality, most image point are circles of confusion – Points outside of depth of field are perceived as blurry – Depth of field effects are a result of human thresholds for perceived acuity and will depend upon image viewing conditions.

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SLIDE 35

July 27, 1999

The Aperture Model

✔Another way to look at depth of field

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SLIDE 36

July 27, 1999

The Aperture Model

✔This is the approach used in distributed

ray tracing.

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SLIDE 37

July 27, 1999

The Aperture Model

✔Motion blur

– Blurring due to motion of objects occurring while camera shutter is open. – Simple approach: add blurring as post- process based on motion of objects

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SLIDE 38

July 27, 1999

The Aperture Model

✔Motion blur

– The Distributed Ray Tracing Approach

  • Sample scene in time by using “jittered” time

steps.

  • Use same ray set in each sampling
  • Final image is created by averaging sample

scenes

  • Has native support in Renderman spec
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SLIDE 39

July 27, 1999

The Aperture Model

✔Motion blur

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SLIDE 40

July 27, 1999

The Aperture Model

✔Thick Lens Model

– Thin lens model assume that lens is infintesimally narrow – In reality, lens system have some thickness

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SLIDE 41

July 27, 1999

The Aperture Model

✔ Thick lens model

f s s 1 1 1 = ′ +

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SLIDE 42

July 27, 1999

The Aperture Model

✔Thick lens model - Perspective matrix:

            =                         ′ ′ + =             1 1 1 1 1 1 1 n v u P n v u f d f d W P P P

n v u

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SLIDE 43

July 27, 1999

The Aperture Model

✔Ray Tracing Using the thick lens model

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SLIDE 44

July 27, 1999

The Aperture Model

✔Summary

– Extension of the basic pinhole model (perspective projection) – Finite Aperture – Focus Capability (depth of field) – Non-instantaneous (motion blur) – Models

  • Thick lens / Thin Lens
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SLIDE 45

July 27, 1999

Geometric Model

✔Aperture model lacks in that it is still

based on perspective projection

– Produces perfectly undistorted (geometrically) images – In reality, all lenses do introduce distortion, sometimes intentionally (e.g. fish eye lens)

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SLIDE 46

July 27, 1999

Geometric Model

✔Geometric model

– Accurately accounts for geometry of the elements in a lens system – Thick and thin lens models are approximations of effects due to actual lens geometries.

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SLIDE 47

July 27, 1999

Geometric Model

✔A typical lens system (from Lens

handbook)

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SLIDE 48

July 27, 1999

Geometric Model

✔For each element:

– radius of curvature – thickness – index of refraction – change of index of refraction – diameter

✔This spec can be used to trace rays

through the system.

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SLIDE 49

July 27, 1999

Geometric Model

✔Kolb model [Kolb95]

– brute force ray tracing solution using lens spec – Accurately calculates geometry and radiometry – Framework also allows for thin and thick model approximations

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SLIDE 50

July 27, 1999

Geometric Model

✔Kolb Model - Ray tracing

– ray direction modified using

  • curvature of lens surface
  • refraction using Snell’s Law

– Rays are cast towards exit pupil and not aperture opening – supersampling - Multiple rays cast per pixel.

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SLIDE 51

July 27, 1999

Geometric Model

✔Exit pupil vs aperture opening

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SLIDE 52

July 27, 1999

Geometric Model

✔Kolb model

– Pixel values are determined relative to accurately calculated irradiance on surface. – Note that depth of field effects come for free since we’re accurately modeling lens effect. – Now we’re getting close to real photography!

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SLIDE 53

July 27, 1999

Geometric Model

✔Kolb model -- examples

Thin lens Thick lens Geometry

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SLIDE 54

July 27, 1999

Geometric Model

✔Kolb Model - examples

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

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SLIDE 55

July 27, 1999

Camera Models - geometry

✔Summary

– Looked at the geometry of camera models – Pinhole model (basic perspective projection) – Aperture Model (depth of field/motion blur) – Geometric model (for full geometric effects)

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SLIDE 56

July 27, 1999

Next Class

✔Camera Models

– Radiometry – A different perspective (no pun intended)

  • Lumigraph / Light field model
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SLIDE 57

July 27, 1999

Remember

✔Class Web Site:

– http://www.cs.rit.edu/~jmg/virtualPhoto