This is insane. I wonder if you can derive better meshes or alpha maps
from this.

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 <[email protected]> wrote:
>
> -------- Original-Nachricht --------
>> Datum: Thu, 23 Jun 2011 10:50:04 +0200
>> Von: Knapp <[email protected]>
>> An: bf-blender developers <[email protected]>
>> 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
>
>
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