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 > > > NEU: FreePhone - kostenlos mobil telefonieren! > Jetzt informieren: http://www.gmx.net/de/go/freephone > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
