# LIF1.0 # Lightfield library, version 1.0 # # Copy and modify this file to describe a set of images for # generating a light field. # # Any line beginning with '#' is a comment. # # The light field is made up of "slabs". Each slab is # a regular array of images, taken from regular intervals # on a uv plane, looking at an st plane. # # ==================== slab 0 specification ==================== # # The first line gives the slab number (each number must be unique, # and less than LF_MAXSLABS (currently 30). It also lists the # basename for the array of images. For example, the line # SLAB 0 data/lion # would tell the program to look in the data directory for files # of the format "lion.u.v.rgb", i.e. # lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc. SLAB 0 csb/N/soda2 # These next four lines describe the location of the uv plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_UV -1 -.5 0 1 0 0 1 -.5 0 1 1 0 1 .5 0 1 1 1 -1 .5 0 1 0 1 # These next four lines describe the location of the st plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map s and t to the quadrilateral. # # The four vertices should be coplanar. # Note that the w component is 0, making the st plane at infinity. # This results in each image being a fixed field of view. SLAB_ST -1 -1 -1 0 0 0 1 -1 -1 0 1 0 1 1 -1 0 1 1 -1 1 -1 0 0 1 # This line describes the dimensions of the light field array in # u and v. (i.e. the size of the array of images.) SAMPLES_UV 64 32 # This line describes the dimensions of the light field array in # s and t. (i.e. the size of each image (in pixels)). SAMPLES_ST 128 128 # This line describes the format of the images. FORMAT RGB # -------------------- end of slab -------------------- # ==================== slab 1 specification ==================== # # The first line gives the slab number (each number must be unique, # and less than LF_MAXSLABS (currently 32). It also lists the # basename for the array of images. For example, the line # SLAB 0 data/lion # would tell the program to look in the data directory for files # of the format "lion.u.v.rgb", i.e. # lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc. SLAB 1 csb/W/soda2 # These next four lines describe the location of the uv plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_UV 0.000000 -0.500000 1.000000 1.000000 0 0 0.000000 -0.500000 -1.000000 1.000000 1 0 0.000000 0.500000 -1.000000 1.000000 1 1 0.000000 0.500000 1.000000 1.000000 0 1 # These next four lines describe the location of the st plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_ST -1.000000 -1.000000 1.000000 0.000000 0 0 -1.000000 -1.000000 -1.000000 0.000000 1 0 -1.000000 1.000000 -1.000000 0.000000 1 1 -1.000000 1.000000 1.000000 0.000000 0 1 # This line describes the dimensions of the light field array in # u and v. (i.e. the size of the array of images.) SAMPLES_UV 64 32 # This line describes the dimensions of the light field array in # s and t. (i.e. the size of each image (in pixels)). SAMPLES_ST 128 128 # This line describes the format of the images. FORMAT RGB # -------------------- end of slab -------------------- # ==================== slab 2 specification ==================== # # The first line gives the slab number (each number must be unique, # and less than LF_MAXSLABS (currently 32). It also lists the # basename for the array of images. For example, the line # SLAB 0 data/lion # would tell the program to look in the data directory for files # of the format "lion.u.v.rgb", i.e. # lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc. SLAB 2 csb/S/soda2 # These next four lines describe the location of the uv plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_UV 1.000000 -0.500000 0.000000 1.000000 0 0 -1.000000 -0.500000 0.000000 1.000000 1 0 -1.000000 0.500000 0.000000 1.000000 1 1 1.000000 0.500000 0.000000 1.000000 0 1 # These next four lines describe the location of the st plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_ST 1.000000 -1.000000 1.000000 0.000000 0 0 -1.000000 -1.000000 1.000000 0.000000 1 0 -1.000000 1.000000 1.000000 0.000000 1 1 1.000000 1.000000 1.000000 0.000000 0 1 # This line describes the dimensions of the light field array in # u and v. (i.e. the size of the array of images.) SAMPLES_UV 64 32 # This line describes the dimensions of the light field array in # s and t. (i.e. the size of each image (in pixels)). SAMPLES_ST 128 128 # This line describes the format of the images. FORMAT RGB # -------------------- end of slab -------------------- # ==================== slab 3 specification ==================== # # The first line gives the slab number (each number must be unique, # and less than LF_MAXSLABS (currently 32). It also lists the # basename for the array of images. For example, the line # SLAB 0 data/lion # would tell the program to look in the data directory for files # of the format "lion.u.v.rgb", i.e. # lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc. SLAB 3 csb/E/soda2 # These next four lines describe the location of the uv plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_UV 0.000000 -0.500000 -1.000000 1.000000 0 0 0.000000 -0.500000 1.000000 1.000000 1 0 0.000000 0.500000 1.000000 1.000000 1 1 0.000000 0.500000 -1.000000 1.000000 0 1 # These next four lines describe the location of the st plane. # Each line describes one vertex of the quadrilateral. The first # four numbers of each line give the x,y,z,w coordinates of the # corner vertex, and the last two numbers give texture coordinates, # describing how to map u and v to the quadrilateral. # # The four vertices should be coplanar. SLAB_ST 1.000000 -1.000000 -1.000000 0.000000 0 0 1.000000 -1.000000 1.000000 0.000000 1 0 1.000000 1.000000 1.000000 0.000000 1 1 1.000000 1.000000 -1.000000 0.000000 0 1 # This line describes the dimensions of the light field array in # u and v. (i.e. the size of the array of images.) SAMPLES_UV 64 32 # This line describes the dimensions of the light field array in # s and t. (i.e. the size of each image (in pixels)). SAMPLES_ST 128 128 # This line describes the format of the images. FORMAT RGB # -------------------- end of slab 0 --------------------