Light Field - Applications of Light Fields

Applications of Light Fields

Computational imaging refers to any image formation method that involves a digital computer. Many of these methods operate at visible wavelengths, and many of those produce light fields. As a result, listing all applications of light fields would require surveying all uses of computational imaging in art, science, engineering, and medicine. In computer graphics, some selected applications are:

  • Illumination engineering. Gershun's reason for studying the light field was to derive (in closed form if possible) the illumination patterns that would be observed on surfaces due to light sources of various shapes positioned above these surface. An example is shown at right. A more modern study is (Ashdown 1993).
  • Light field rendering. By extracting appropriate 2D slices from the 4D light field of a scene, one can produce novel views of the scene (Levoy 1996; Gortler 1996). Depending on the parameterization of the light field and slices, these views might be perspective, orthographic, crossed-slit (Zomet 2003), multi-perspective (Rademacher 1998), or another type of projection. Light field rendering is one form of image-based rendering.
  • Synthetic aperture photography. By integrating an appropriate 4D subset of the samples in a light field, one can approximate the view that would be captured by a camera having a finite (i.e. non-pinhole) aperture. Such a view has a finite depth of field. By shearing or warping the light field before performing this integration, one can focus on different fronto-parallel (Isaksen 2000) or oblique (Vaish 2005) planes in the scene. If the light field is captured using a handheld camera (Ng 2005), this essentially constitutes a digital camera whose photographs can be refocused after they are taken.
  • 3D display. By presenting a light field using technology that maps each sample to the appropriate ray in physical space, one obtains an autostereoscopic visual effect akin to viewing the original scene. Non-digital technologies for doing this include integral photography, parallax panoramagrams, and holography; digital technologies include placing an array of lenslets over a high-resolution display screen, or projecting the imagery onto an array of lenslets using an array of video projectors. If the latter is combined with an array of video cameras, one can capture and display a time-varying light field. This essentially constitutes a 3D television system (Javidi 2002; Matusik 2004). Image generation and predistortion of synthetic imagery for holographic stereograms is one of the earliest examples of computed light fields, anticipating and later motivating the geometry used in Levoy and Hanrahan's work (Halle 1991, 1994).
  • Glare reduction. Glare arises due to multiple scattering of light inside the camera’s body and lens optics and reduces image contrast. While glare has been analyzed in 2D image space (Talvala 2007), it is useful to identify it as a 4D ray-space phenomenon (Raskar 2008). By statistically analyzing the ray-space inside a camera, one can classify and remove glare artifacts. In ray-space, glare behaves as high frequency noise and can be reduced by outlier rejection. Such analysis can be performed by capturing the light field inside the camera, but it results in the loss of spatial resolution. Uniform and non-uniform ray sampling could be used to reduce glare without significantly compromising image resolution (Raskar 2008).
  • Biology. The compound eyes of Arthropods may be collecting and making use of the 4D light field for ranging and discriminating predators and prey.

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