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SLFT: A physically accurate framework for Tracing Synthetic Light Fields

Published: 03 May 2020 Publication History

Abstract

A light field is a 4D function which captures all the radiance information of a scene. Image-based creation of light fields reconstructs the 4D space using pre-captured imagery from various views and employs refocusing to generate output images. Handheld cameras can also capture light fields using a microlens array between the sensor and the main lens, but physical constraints limit their spatial and angular resolutions. In this paper, we present a GPU based synthetic light field rendering framework that is robust and physically accurate. We demonstrate the equivalence of the standard light field camera representation with light slab representation for synthetic light fields and exhibit the capability of our framework to trace light fields of resolutions much higher than available in commercial plenoptic cameras. The light slab is rich in quality but bulky to store. Our system provides parameters to balance the quality and storage requirements. We also present a compact representation of the 4D light slabs using a video compression codec and demonstrate different quality-size combinations using these representations.

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ICVGIP '18: Proceedings of the 11th Indian Conference on Computer Vision, Graphics and Image Processing
December 2018
659 pages
ISBN:9781450366151
DOI:10.1145/3293353
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 May 2020

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  1. light fields
  2. object-based rendering

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