On Rendering with Complex Camera Models

On Rendering with Complex Camera Models

On Rendering with Complex Camera Models Bohum´ır Zame´ cnˇ ´ık∗ Supervised by: Alexander Wilkie† Faculty of Mathematics and Physics Charles University Prague / Czech Republic Abstract 2 Camera models In order to make useful images of a radiance field in the One of the areas of realistic image synthesis is in mod- scene we use models conceptually based on real-world eling cameras. The goal is to provide a visual cue with cameras. A camera consists of a sensor and an aperture depth of field and to achieve a photographic look with or a lens system. The sensor is usually a rectangular grid bokeh (out-of-focus highlights), tilt-shift and optical aber- of pixels which accumulate the incoming radiance to com- rations of real-world lenses. We provide a comparison of pute the total radiant energy. The aperture or lens system existing methods and fundamental approaches for depth- limits and/or transforms the rays of light going to the sen- of-field rendering, including the recent methods, such as sor in order to make an image of a part of the scene. the image-based ray tracing. We propose a novel repre- sentation of ray transfer within complex lenses suitable for The most basic and widespread is model of an ideal optimizing the ray generation. The open problems in this pinhole with a point-sized aperture. It implements the research area are presented along with sketches of possible perspective projection and produces all-sharp images. In solutions. practice a finite aperture is needed to pass enough light in. The solution to provide sharp images is in using refrac- Keywords: Depth of Field, Lens, Photorealistic Render- tive lenses able to focus rays emanating from a point in ing the scene to a point on the sensor so that a contribution of multiple light paths can be integrated. The idealized model of a refractive lens is the thin lens model. It can be either described by a 1st order approxima- tion of the Snell’s law of refraction or by a matrix transfor- 1 Introduction mation in homogeneous coordinates. Generally the lenses trade off allowing more light paths for being unable to im- One of the areas of photo-realistic image synthesis is the age the whole scene sharply. In the thin lens model just image capture via camera models. Both human eyes and a single plane is sharp, the focus plane, the image of the photographic cameras naturally depict some parts of the sensor plane via the lens transformation. scene sharply while the rest is gradually blurred. It helps Basically the sensor plane is perpendicular to the view- the viewers perceive the spatial arrangement of the scene. ing direction, the optical axis which intersects its center. Simulating this depth of field as well as other effects Focusing can be done by moving the sensor back and forth caused by more or less complex lens systems in a phys- in the optical axis. The sensor is called shifted in case it ically plausible way helps in achieving more realism in is moved laterally (within the sensor plane) and tilted if it rendering. is not oriented perpendicularly to the optical axis. We call this the camera configuration. The paper is structured as follows: In chapter 2 we in- In contrast to most consumer cameras the older view troduce the desired effects and the camera models used in cameras and some special or home-made lenses offer tilt- photo-realistic rendering. Chapter 3 summarizes the most shift configurations. This enables the photographers to fo- important approaches and methods for depth-of-field ren- cus on an arbitrary plane or change the perspective, which dering and makes a comparison. In chapter 4 we propose can be useful for artistic purposes. a novel representation of ray transfer within complex lens systems. And finally the major open problems we found Points on the focus plane are projected at points on in this area are presented in chapter 5. the sensor, while the rest as sections of the cone of light through the aperture with the sensor plane. For non- tilt configurations of the thin lens model the out-of-focus ∗[email protected] points are imaged as circles (also called circles of confu- †[email protected] sion – CoC) which leads to blur. Proceedings of CESCG 2012: The 16th Central European Seminar on Computer Graphics (non-peer-reviewed) The perceived sharpness depends on the spatial resolu- ing and image-based ray tracing, operate on sample-based tion of the sensor. For a fixed camera configuration the representation of the scene [12], eg. layered depth images CoC radius as a function of position in the scene makes [26]. up a 3D scalar field. The isosurfaces of this field mark Most methods make assumptions on the sensor orien- out the boundary of the depth of field (DoF). By limiting tation so that it might be hard to extend them to support the maximum blur amount we get a region bounded by the tilt-shift configurations. The most flexible in those situa- corresponding isosurfaces and objects within such a region tions is the plain ray tracing. can be considered in-focus. For more detailed information on the various DoF ren- The intensity of images of out-of-focus points quickly dering methods and camera models used in computer decreases with the amount of defocus as the radiant power graphics the reader should also consult the existing sur- is spread over a quadratically larger area. For a very bright veys [2, 3, 10, 4, 19]. point light its out-of-focus image is clearly distinguishable and is called bokeh in photographic jargon. 3.1 Monte Carlo ray tracing The thin lens model is not capable of producing all the characteristic effects caused by physical design of real- Ray tracing methods estimate the radiant energy going to world complex lens systems. Due to physical reasons, a pixel by sampling the radiance along incoming rays. In technological trade-offs and the usage of real-world ma- general the light transfer is recursively evaluated at the terials such lenses might not be always capable of perfect points of ray-scene intersection. Although the variants like focusing. This leads to optical aberrations and geometric distribution ray tracing [7], path tracing [16] and others distortions and it also has an impact on the imaging quality differ in the strategy of tracing rays while evaluating the including the bokeh quality. incoming radiance the ray generation is usually similar. In optical engineering as well as in computer graphics Instead of a singular pinhole a more complex lens model the complex lens systems are described by a sequence of is added between the sensor and the scene [17, 28]. Since analytical surfaces, their mutual position and materials af- the light paths have to pass the lens elements in a known ter each surface [17, 28]. Predominantly are used spher- order the complex lens system can be put outside the or- ical caps for lens surfaces and circles or other shapes for dinary acceleration structures. See fig. 1d for an example diaphragms. It is the diaphragm shape which affects the image from our CPU implementation. bokeh quality the most. The important thing is that the lens model has a non- Other lens properties such as coatings and lens ef- zero area which has to be sampled as well. In theory it is fects such as lens flare (caused by internal reflections and the image of the aperture stop, the exit resp. entrance pupil diffraction) are out of the scope of this paper. More infor- (when looking from the back or from the front). Those two mation can be found in [28, 15]. pupils are defined only for on-axis rays. For off-axis rays in ideal thin lenses the pupil remains the same and can be sampled directly. However, in complex lens systems not 3 Methods of DoF rendering only the aperture stop can block the light passage which re- sults in the view-dependent effective pupil – projection of In the ideal pinhole model the light goes through a sin- the visibility through the lens on a given plane. Sampling gular center of projection. In contrast, other lens models the precomputed effective pupil or at least its bounding cir- allow the light paths to pass through a finite area of the cle leads to decreasing the amount of rays blocked inside aperture stop.Thus all depth-of-field rendering algorithms the lens [28] and thus also the image variance. A simpler when solving the rendering equation [16] or its approxi- but not as efficient technique is to sample the whole sur- mation must additionally integrate the light transfer over face of the outer lens element. this area. The circular pupils can be sampled by mapping sam- There are two main approaches how rendering algo- ples from a unit square onto a unit circle with a suitable rithms solve visibility, i.e. deciding which scene primitives square to circle mapping [27]. For more complicated aper- contribute to each pixel and vice versa. They differ in the ture shapes this can be combined with rejection sampling. order of nested loops over scene objects and image pixels This approach can give the ground-truth results with no [12]. Object-based algorithms compute the illumination artifacts other than noise and it is thus considered the ref- for each object for each pixel and image-based ones con- erence one. versely. Scan-line rasterization is an example of the first approach while ray tracing and its variants of the latter. 3.2 Multi-view accumulation Another criterion to distinguish the rendering algo- rithms lies in the scene representation.

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