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Plenoptic Sampling

Plenoptic Sampling. Jian Huang, CS 594, Spring 2002. Light Field Methods. For image-based rendering algorithms based on plenoptic function, some way of discrete sampling is always used What is the optimal sampling? Can Nyquist sampling theory be applied?

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Plenoptic Sampling

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  1. Plenoptic Sampling Jian Huang, CS 594, Spring 2002

  2. Light Field Methods • For image-based rendering algorithms based on plenoptic function, some way of discrete sampling is always used • What is the optimal sampling? Can Nyquist sampling theory be applied? • Plenoptic Sampling, Proc. SIGGRAPH’2000, Jin-Xiang Chai, Xin Tong, Shing-Chow Chan, Heung-Yeung Shum, Microsoft Research, China • Minimal sampling rate for light fields

  3. Background • Texture mapping, very accurate geometry and only a few images • Image-based methods with depths: • 3D warping, LDI (layered depth image), view morph, interpolation • A few images with depth information • Light field methods • Do not assume any depth information: light fields, lumigraph, concentric mosaics • Rely on over-sampling (large amount images) • Intensive data acquisition, storage and processing

  4. Two Plane Parametrization Object Focal plane (st) Camera plane (uv)

  5. Reconstruction

  6. Plenoptic Sampling • How many samples of the plenoptic function (e.g., from a 4D light field) and how much geometrical and textural information are needed to generate a continuous representation of the plenoptic function? • Two specific goals: • Minimum sampling rate for light field rendering • Minimum sampling curve in joint image and geometry space

  7. Formulation • A high-dimension signal processing problem • Assumption • Lambertian surface • Uniform sampling geometry or lattice • Study: • Spectral support of light field signals • Not closed-form spectral representation

  8. A Key Concept • The spectral support of a light field signal is bounded by only the minimum and maximum depths, irrespective of how complicated the spectral support might be because of depth variations in the scene. • Given the minimum and maximum depths, a reconstruction filter with an optimal and constant depth can be designed to achieve anti-aliased light field rendering.

  9. Contribution • The minimum sampling rate of light field rendering is obtained by compacting the replicas of the spectral support of the sampled light field within the smallest interval without any overlap. • Using more depth information, plenoptic sampling in the joint image and geometry space allows us to greatly reduce the number of images needed. • The relationship between the number of images and the geometrical information under a given rendering resolution can be described by a minimum sampling curve. • This minimal sampling curve serves as the design principles for IBR systems, bridging the gap between image-based rendering and traditional geometry-based rendering.

  10. Convolution • Sampling a continuous light field function, l, with sampling pattern, p, reconstruction filter (kernel), r, reproducing images i.

  11. Spectral Support • Let z(u,v,s,t) to be the depth function, i.e. geometry • The same point is views in camera 0 and t as point v and v’. • Assuming Lambertian surface, each epi-polar line is of uniform color

  12. Radiance • The radiance received at camera location (s,t) is: • With the Fourier transform being: (complicated to compute)

  13. Spectral Support • Using a rectangular sampling lattice, the sampled function: • L has to be bandlimited. • Need to use a sampling rate higher than Nyquist for alias-free sampling.

  14. Research Question • Is there an optimal reconstruction function (like sinc in conventional signal processing)? • The design of such a function is related to the depth function. How exact should depth be captured and recovered?

  15. Scene with constant depth • Choosing the first frame as reference, l(u,v,0,0).

  16. Spectral Support • Focusing on sampling in (v,t) sub-space

  17. Spatially varying depth model • Straightforward to observe that the spectral support of a scene of depth range [zmin, zmax] is bounded by two lines:

  18. Scene Images

  19. Reconstruction at constant depth • Assuming a constant depth in reconstruction • Optimal depth:

  20. Sample Renderings • At min depth, optimal depth, average depth and max depth:

  21. Minimum Sampling Rate • How tight can you pack:

  22. Joint Image and Geometry Space • With a precise geometry, can decompose a scene into multiple layers of depths

  23. Joint Image and Geometry Space • With depth uncertainty, for instance, a noisy depth image Obviously, the curve will be scene dependent!

  24. Results (more in the paper)

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