A Realistic Camera Model for Computer Graphics
Craig Kolb Don Mitchell Pat Hanrahan Computer Science Department Advanced Technology Division Computer Science Department Princeton University Microsoft Stanford University
Abstract Although current camera models are usually adequate for pro- ducing an image containing photographic-like effects, in general Most recent rendering research has concentrated on two subprob- they are not suitable for approximating the behavior of a particular lems: modeling the reflection of light from materials, and calculat- physical camera and lens system. For instance, current models usu- ing the direct and indirect illumination from light sources and other ally do not correctly simulate the geometry of image formation, do surfaces. Another key component of a rendering system is the cam- not properly model the changes in geometry that occur during fo- era model. Unfortunately, current camera models are not geometri- cusing, use an improper aperture in depth of field calculations, and cally or radiometrically correct and thus are not sufficient for syn- assume ideal lens behavior. Current techniques also do not compute thesizing images from physically-based rendering programs. exposure correctly; in particular, exposure levels and variation of ir- In this paper we describe a physically-based camera model for radiance across the backplane are not accounted for. computer graphics. More precisely, a physically-based camera There are many situations where accurate camera models are im- model accurately computes the irradiance on the film given the in- portant: coming radiance from the scene. In our model a camera is described as a lens system and film backplane. The lens system consists of a One trend in realistic computer graphics is towards physically- sequence of simple lens elements, stops and apertures. The camera based rendering algorithms that quantitatively model the simulation module computes the irradiance on the backplane from transport of light. The output of these programs is typically the the scene radiances using distributed ray tracing. This is accom- radiance on each surface. A physically-based camera model is plished by a detailed simulation of the geometry of ray paths through needed to simulate the process of image formation if accurate the lens system, and by sampling the lens system such that the ra- comparisons with empirical data are to be made. diometry is computed accurately and efficiently. Because even the most complicated lenses have a relatively small number of elements, In many applications (special effects, augmented reality) it the simulation only increases the total rendering time slightly. is necessary to seamlessly merge acquired imagery with syn- thetic imagery. In these situations it is important that the syn- CR Categories and Subject Descriptors: I.3.3 [Computer Graph- thetic imagery be computed using a camera model similar to ics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three- the real camera. Dimensional Graphics and Realism.