-------- Original-Nachricht -------- > Datum: Thu, 23 Jun 2011 10:33:16 -0400 > Von: Shaul Kedem <shaul.ke...@gmail.com> > An: bf-blender developers <bf-committers@blender.org> > Betreff: Re: [Bf-committers] A new photo format
> This is insane. I wonder if you can derive better meshes or alpha maps > from this. The camera does not obtain 3d information. Neither does it capture sufficiant info to compute a depth map. You would still need two of them and do stereo. However, a stereo light field would be incredibly cool. > > Also, this can add to image tracking techniques and 3D objects in > 2D+lightmaps images/movies. > > Just hope it's as good as it seems :-) > > On Thu, Jun 23, 2011 at 10:19 AM, Lars Krueger <lars_e_krue...@gmx.de> > wrote: > > > > -------- Original-Nachricht -------- > >> Datum: Thu, 23 Jun 2011 10:50:04 +0200 > >> Von: Knapp <magick.c...@gmail.com> > >> An: bf-blender developers <bf-committers@blender.org> > >> Betreff: [Bf-committers] A new photo format > > > >> Is it possible to get blender to do this? > >> http://www.lytro.com/picture_gallery > > > > short version: Yes, all effects can be rendered. > > > > long version: If you read the thesis, you'll see that the camera is a > technically a plenoptic camera. That means, in very simple terms, for each > group of pixels, e.g. 16x16 there is an individual lens that focuses the > light from the main lens (that is similar to a conventional camera) so that > the > whole image fits onto the 16x16 pixels. > > > > The effect is that you get lots of 16x16 pixel images that look in > slightly different directions. If you know which pixel looks where, you can do > compute something that is called a light field. > > > > A light field records for each pixel from which direction what amount of > light was received. Given the light field, there are algorithms to > different things: shifting the focus to the front, or the back, or focussing > the > whole image. > > > > In a conventional camera, you have to decide if you want to focus on the > foreground or on the background. You have to select an aperture. All this > is mechanics, little motors shifting around pieces of glass. In other > words: It takes time. > > > > Other drawbacks of conventional cameras are that you have to choose > between getting a lot of light to the sensor (i.e. larger aperture), which > results in a limited depth of field. Only a small depth range is sharp, the > rest is blurry. > > > > Here comes the advantage of the plenoptic camera: It doesn't have > mechanical parts, hence it doesn't need time to focus. Since it is a plenoptic > camera, you can fix the focus depth later. In addition, you can pick an > aperture so that you get a more bright image, with less noise, at shorter > exposure times than a conventional camera. > > > > The real advantage of the lytro camera lies in the fact that you can > take images with a stong depth progression in a snap, without thinking about > which point to focus on. > > > > Take a look at the gallery: All images have structures from close to the > camera to far away. This is what the camera probably does best. Think of > the situation, when you try to take a photo of the kung-fu guy with the > spear. With a conventional camera, you press the shutter and the camera > focuses. Somehow it focuses on the guy, instead of the spear directly in > front of > you as you wanted. With the Lytro, you would take the same photo, but could > later shift the focus back to the top of the spear. Try it in the gallery > to see what I mean. > > > > In blender, we usually do this with the defocus node. As it is fully > animated, you can shift the focus depth around. If you want an infinite depth > of field, simply render without a defocus node. > > > > If you want to be compatible with Lytro's tools, you would have to > render a light field compatible to the file format. Although possible (there > is > an extension for it) I would see that as a research tool only. The strength > of a plenoptic camera lies in the fact that it can generate images that > are sharp regardless the distance to the object, something that is not that > easy with a conventional camera but very simple with blender. > > > > To quote the reply from kalast: What uses do you have in mind? > > > > -- > > Dr. Lars Krueger > > > > > > NEU: FreePhone - kostenlos mobil telefonieren! > > Jetzt informieren: http://www.gmx.net/de/go/freephone > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- Dr. Lars Krueger NEU: FreePhone - kostenlos mobil telefonieren! Jetzt informieren: http://www.gmx.net/de/go/freephone _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers