Light Field Mapping: - PowerPoint PPT Presentation

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Light Field Mapping:

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Defines radiance of every point on surface of an object in every viewing direction ... T azimuth angle. F elevation angle. This is the triangle light field ... – PowerPoint PPT presentation

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Title: Light Field Mapping:


1
Light Field Mapping
  • Hardware-Accelerated Visualization of Surface
    Light Fields

2
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3
What is a Surface Light Field?
  • 4-D Function f (r, s, T, F)
  • Defines radiance of every point on surface of an
    object in every viewing direction
  • (r,s) Describe surface location
  • (T, F) Describe viewing location
  • In practice, almost always discrete

4
Proposed Approach
  • f (r, s, T, F) ? gk(r,s) hk(T, F) (eq 1)

5
Surface Light Field Approximation
  • Approximation algorithms assume data given as 4-D
    grid
  • f (rp, sp, Tq, Fq)
  • p 1, , M discrete values of surface location
  • q 1, , N discrete values of viewing angles

6
Surface Light Field Approximation
  • f (rp, sp, Tq, Fq) ? gk(rp,sp) hk(Tq, Fq) (eq
    2)
  • Only practical if of terms is small
  • Difficult to find good approximation to complete
    SLF using few summation terms

7
Surface Light Field Approximation
  • Instead, surface of object partitioned into
    smaller units
  • By decomposing SLF of each unit, close
    approximation of original data obtained
  • Allows for efficient storage and fast rendering

8
Using Singular Value Decomposition
  • Use SVD to factor SLF
  • This method more robust, optimal
  • To apply, 4D SLF must be rearranged into matrix

9
Approximation Through SVD
  • F P USVT
  • U square matrix (uk)
  • V square matrix (vk)
  • S diagonal matrix (sk)
  • USVT ?skukvkT (eq 4)

10
Triangle-Centered Approximation
  • Partition light field function into individual
    triangles
  • f (r, s, T, F) ? ??i (r,s) f (r, s, T, F) (eq
    5)
  • T azimuth angle
  • F elevation angle
  • This is the triangle light field
  • When rendered, produces visible discontinuities
    at triangle edges

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12
Vertex-Centered Approximation
  • To eliminate discontinuities, partition SLF
    around every vertex
  • f (r, s, T, F) ? ?vj (r,s) f (r, s, T, F) (eq
    8)
  • In this method, each triangle shares light field
    maps with neighboring triangles

13
Representation of Light Field Maps
  • 2D texture representation of surface map as Gk
    (s,t)
  • 2D texture representation of view map as Hk (x,y)
  • Texture coordinate computation
  • X(dx 1) /2 (eq 13)
  • Y(dy 1) /2

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15
Rendering Algorithm
  • Triangle-centered vertex centered approaches
    differ only in how each individual approximation
    term is evaluated
  • Surface map coordinates for both do not need to
    be recomputed
  • View map coordinates recomputed every time view
    changes

16
Rendering Algorithm
  • Now evaluate kth approximation term
  • Triangle-centered multiply pixel-by-pixel image
    projections of 2 texture fragments
  • Vertex-centered multiply pixel-by-pixel 3 pairs
    of light field maps from each vertex and add
    together

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18
Hardware Accelerated Implementation
  • Pixel-by-pixel approach (modulation)
    multiplication of surface map fragment by view
    map fragment
  • Multitexturing hardware support allows for
    effective modulation of two texture fragments in
    one rendering pass
  • K-term approximation
  • K rendering passes for triangle-centered
  • 3K rendering passes for vertex-centered

19
Data Acquisition
  • First images are captured under fixed lighting
    conditions (200-400 images)
  • Object geometry is computed through structured
    lighting system consisting of projector and
    camera(10-20 scans)
  • Scans are registered together in same reference
    frame used for image registration
  • Resulting points fed into mesh editing software
  • Finally, mesh is projected onto camera image

20
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