camera models i
play

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


  1. Camera Models I July 27, 1999

  2. Motivational Film ✔ Card Trick July 27, 1999

  3. Logistics ✔ Paper summaries on Camera Models I – Any takers? ✔ Projects – Still slots open for presentation July 27, 1999

  4. 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... July 27, 1999

  5. Computer Graphics as Virtual Photography real camera photo Photographic Photography: scene (captures processing print light) processing camera Computer 3D synthetic tone model Graphics: models image reproduction (focuses simulated lighting) July 27, 1999

  6. 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 July 27, 1999

  7. 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 July 27, 1999

  8. Today’s Class ✔ Camera Models -- Geometry – Projections / Pinhole Camera – Aperture Model • Thin Lens Model • Thick Lens Model – Geometrical Model July 27, 1999

  9. Projection ✔ In CG, projects 3D world onto a 2D plane – Projection from 3D to 2D. – From world to image. – Basis for camera models July 27, 1999

  10. 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. July 27, 1999

  11. Projection July 27, 1999

  12. Projection ✔ Perspective ✔ Parallel July 27, 1999

  13. Projection ✔ View Plane Coordinate System July 27, 1999

  14. Projection ✔ Viewing Frustrum July 27, 1999

  15. 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)  u   x      v y     = M     n z     1 1     July 27, 1999

  16. Projection ✔ (u x ,u y ,u z ) are coordinates of unit u −  u u u o  vector w.r.t. world x y z x   − v v v o space   x y z y = M ✔ Similar for v, n,   − n n n o x y z z   ✔ (o x , o y , o z ) is the origin 0 0 0 1   of view space w.r.t world space July 27, 1999

  17. Projection ✔ Now that you’re in u,v,n space, you still need to perform the perspective projection. July 27, 1999

  18. Projection ′ p p = u u + d p d n p ′ = p u u p 1 + n d ′ p p = v v + d p d n p ′ = p v v p 1 + n d July 27, 1999

  19. Projection ✔ Recall homogeneous coordinates – (X,Y,Z,W) where x = X/W, y = Y/W, z = Z/W p p p p ′ ′ = = = = p u u p v v u p v p W W 1 1 + + n n d d p 1 = d + W n July 27, 1999

  20. Projection ✔ In Matrix form: 1 0 0 0  P     u   u  u         0 1 0 0 P v v         v = = P    0 0 1 0      P n n n         0 0 1 1 1 1 W d         July 27, 1999

  21. Projection ✔ Combine with your coordinate system transform P p     u x     P p     v y = PM     P p n z     1 w     July 27, 1999

  22. 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... July 27, 1999

  23. The Pinhole Camera ✔ CG uses the pinhole camera model July 27, 1999

  24. The Pinhole Camera ✔ However – Real cameras have real openings (apertures) -- depth of field – Shutter speed is not instantaneous -- motion blur July 27, 1999

  25. The Aperture Model ✔ First attempt to model real camera optics – 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 July 27, 1999

  26. The Aperture Model ✔ Focal length July 27, 1999

  27. 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 July 27, 1999

  28. The Aperture Model ✔ Thin lens geometry - focus 1 1 1 + = ′ s s f July 27, 1999

  29. 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) July 27, 1999

  30. The Aperture Model ✔ Depth of field -- example July 27, 1999

  31. The Aperture Model ✔ Circle of confusion July 27, 1999

  32. 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 July 27, 1999

  33. The Aperture Model July 27, 1999

  34. 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. July 27, 1999

  35. The Aperture Model ✔ Another way to look at depth of field July 27, 1999

  36. The Aperture Model ✔ This is the approach used in distributed ray tracing. July 27, 1999

  37. 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 July 27, 1999

  38. 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 July 27, 1999

  39. The Aperture Model ✔ Motion blur July 27, 1999

  40. The Aperture Model ✔ Thick Lens Model – Thin lens model assume that lens is infintesimally narrow – In reality, lens system have some thickness July 27, 1999

  41. The Aperture Model ✔ Thick lens model 1 1 1 + = ′ s s f July 27, 1999

  42. The Aperture Model ✔ Thick lens model - Perspective matrix: 1 0 0 0  P     u   u  u         0 1 0 0 P v v         v = = P    0 0 1 ′      + P d f d n n n         ′ 0 0 1 1 1 1 W f         July 27, 1999

  43. The Aperture Model ✔ Ray Tracing Using the thick lens model July 27, 1999

  44. 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 July 27, 1999

  45. 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) July 27, 1999

  46. 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. July 27, 1999

  47. Geometric Model ✔ A typical lens system (from Lens handbook) July 27, 1999

  48. 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. July 27, 1999

  49. 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 July 27, 1999

  50. 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. July 27, 1999

  51. Geometric Model ✔ Exit pupil vs aperture opening July 27, 1999

  52. 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! July 27, 1999

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend