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Surface camera (SCAM) Light Field Rendering
In this article we present a new variant of the light field representation that supports improved image reconstruction by accommodating sparse correspondence information. This places our representation somewhere between a pure, two-plane parameterized, light field and a lumigraph representation, with its continuous geometric proxy. Our approach factors the rays of a light field into one of two separate classes. All rays consistent with a given correspondence are implicitly represented using a new auxiliary data structure, which we call a surface camera, or scam. The remaining rays of the light field are represented using a standard two-plane parameterized light field. We present an efficient rendering algorithm that combines ray samples from scams with those from the light field. The resulting image reconstructions are noticeably improved over that of a pure light field.Engineering and Applied Science
A spectral analysis for light field rendering
Image based rendering using the plenoptic function is an efficient technique for re-rendering at different viewpoints. In this paper, we study the sampling and reconstruction problem of plenoptic function as a multidimensional sampling problem. The spectral support of plenoptic function is found to be an important quantity in the efficient sampling and reconstruction of such function. A spectral analysis for the light field, a 4D plenoptic function, is performed. Its spectrum, as a function of the depth function of the scene, is then derived. This result enables us to estimate the spectral support of the light field given some prior estimate of the depth function. Results using a piecewise constant depth model show significant improvement in rendering of the light field images. The design of the reconstruction filter is also discussed.published_or_final_versio
A spectral analysis for light field rendering
Image based rendering using the plenoptic function is an efficient technique for re-rendering at different viewpoints. In this paper, we study the sampling and reconstruction problem of plenoptic function as a multidimensional sampling problem. The spectral support of plenoptic function is found to be an important quantity in the efficient sampling and reconstruction of such function. A spectral analysis for the light field, a 4D plenoptic function, is performed. Its spectrum, as a function of the depth function of the scene, is then derived. This result enables us to estimate the spectral support of the light field given some prior estimate of the depth function. Results using a piecewise constant depth model show significant improvement in rendering of the light field images. The design of the reconstruction filter is also discussed.published_or_final_versio
Deep Eyes: Binocular Depth-from-Focus on Focal Stack Pairs
Human visual system relies on both binocular stereo cues and monocular
focusness cues to gain effective 3D perception. In computer vision, the two
problems are traditionally solved in separate tracks. In this paper, we present
a unified learning-based technique that simultaneously uses both types of cues
for depth inference. Specifically, we use a pair of focal stacks as input to
emulate human perception. We first construct a comprehensive focal stack
training dataset synthesized by depth-guided light field rendering. We then
construct three individual networks: a Focus-Net to extract depth from a single
focal stack, a EDoF-Net to obtain the extended depth of field (EDoF) image from
the focal stack, and a Stereo-Net to conduct stereo matching. We show how to
integrate them into a unified BDfF-Net to obtain high-quality depth maps.
Comprehensive experiments show that our approach outperforms the
state-of-the-art in both accuracy and speed and effectively emulates human
vision systems
Rethinking Directional Integration in Neural Radiance Fields
Recent works use the Neural radiance field (NeRF) to perform multi-view 3D
reconstruction, providing a significant leap in rendering photorealistic
scenes. However, despite its efficacy, NeRF exhibits limited capability of
learning view-dependent effects compared to light field rendering or
image-based view synthesis. To that end, we introduce a modification to the
NeRF rendering equation which is as simple as a few lines of code change for
any NeRF variations, while greatly improving the rendering quality of
view-dependent effects. By swapping the integration operator and the direction
decoder network, we only integrate the positional features along the ray and
move the directional terms out of the integration, resulting in a
disentanglement of the view-dependent and independent components. The modified
equation is equivalent to the classical volumetric rendering in ideal cases on
object surfaces with Dirac densities. Furthermore, we prove that with the
errors caused by network approximation and numerical integration, our rendering
equation exhibits better convergence properties with lower error accumulations
compared to the classical NeRF. We also show that the modified equation can be
interpreted as light field rendering with learned ray embeddings. Experiments
on different NeRF variations show consistent improvements in the quality of
view-dependent effects with our simple modification
RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding
We present a new hierarchical compression scheme for encoding light field
images (LFI) that is suitable for interactive rendering. Our method (RLFC)
exploits redundancies in the light field images by constructing a tree
structure. The top level (root) of the tree captures the common high-level
details across the LFI, and other levels (children) of the tree capture
specific low-level details of the LFI. Our decompressing algorithm corresponds
to tree traversal operations and gathers the values stored at different levels
of the tree. Furthermore, we use bounded integer sequence encoding which
provides random access and fast hardware decoding for compressing the blocks of
children of the tree. We have evaluated our method for 4D two-plane
parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per
pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR
quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI
are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new
views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to
implement and involves only bit manipulations and integer arithmetic
operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and
Games (I3D '19
Learning to Synthesize a 4D RGBD Light Field from a Single Image
We present a machine learning algorithm that takes as input a 2D RGB image
and synthesizes a 4D RGBD light field (color and depth of the scene in each ray
direction). For training, we introduce the largest public light field dataset,
consisting of over 3300 plenoptic camera light fields of scenes containing
flowers and plants. Our synthesis pipeline consists of a convolutional neural
network (CNN) that estimates scene geometry, a stage that renders a Lambertian
light field using that geometry, and a second CNN that predicts occluded rays
and non-Lambertian effects. Our algorithm builds on recent view synthesis
methods, but is unique in predicting RGBD for each light field ray and
improving unsupervised single image depth estimation by enforcing consistency
of ray depths that should intersect the same scene point. Please see our
supplementary video at https://youtu.be/yLCvWoQLnmsComment: International Conference on Computer Vision (ICCV) 201
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