Assignment 3: Camera Simulation

Due: Thursday May 4th, 11:59PM

Questions? Need help? Post them on the Assignment3Discussion page so everyone else can see!

Please add a link to your final writeup on Assignment3Submission.

lenses

Description

Many rendering systems approximate the light arriving on the film plane by assuming a pin-hole camera, which produces images where everything that is visible is sharp. In contrast, real cameras contain multi-lens assemblies with different imaging characteristics such as limited depth of field, field distortion, vignetting and spatially varying exposure. In this assignment, you'll extend pbrt with support for a more realistic camera model that accurately simulates these effects.

Specifically, we will provide you with data about real wide-angle, normal and telephoto lenses, each composed of multiple lens elements. You will build a camera plugin for pbrt that simulates the traversal of light through these lens assemblies. With this camera simulator, you'll explore the effects of focus, aperture and exposure. Using these data you can optimize the performance of your simulator considerably. Once you have a working camera simulator, you will add auto-focus capabilities to your camera.

Step 1: Background Reading

Please re-read the paper "A Realistic Camera Model for Computer Graphics" by Kolb, Mitchell, and Hanrahan.

Step 2: Implement a Compound Lens Simulator

Copy this zip file to a directory at the same as the directory containing the 'core' directory. This archive contains the following:

Compilation Notes

If developing on Linux, the provided Makefile assumes you have placed your assignment 3 files in directory parallel to pbrt. (If you installed pbrt into ~/pbrt/pbrt/, then the Makefile assumes you've unzipped the assignment 3 files into ~/pbrt/YOUR_ASSGN_3_DIR/. If this is not the case, you'll need to change PBRT_BIN_DIR in the first line of the Makefile to point to your pbrt bin directory. Note that the Makefile is set up to copy the realistic camera shared object file to your pbrt bin directory for your convenience.

If developing on Windows, the provided project files assumes they are located in the pbrt/win32/Projects directory and that realistic.cpp is located in the /pbrt/cameras directory (You'll need to put it there). Visual studio 2003 and 2005 projects are provided and are located in the /vs2003 and /vs2005 subdirectories of the assignment 3 archive.

Binary reference implementations of a simulated camera are provided for Linux (realistic.so), Visual Studio 2003 (vs2003/realistic.dll), and Visual Studio 2005 (vs2005/realistic.dll).

Instructions

Modify the stub file, realistic.cpp, to trace rays from the film plane through the lens system supplied in the .dat files. The following is a suggested course of action, but feel free to proceed in the way that seems most logical to you:

Here are some example images rendered with 512 samples per pixel: From left to right: telephoto, normal, wide angle and fisheye. Notice that the wide angle image is especially noisy -- why is that? Hint: look at the ray traces at the top of this web page.

hw3telephoto_512_sm hw3dgauss_512_sm hw3wide_512_sm hw3fisheye_512_sm

Some conventions:

Hints:

Step 3: Experiment with Exposure

Step 4: Autofocus

af_zones

In this part of the assignment, we will provide you a scene and a set of AF zones. You will need to use these zones to automatically determine the film depth for your camera so that the scene is in focus. Notice in the scene file autofocus_test.pbrt, the camera description contains an extra parameter af_zones. This parameter specifies the name of a text file that contains a list of AF zones. Each line in the file defines the bottom left and top right of a rectangular zone using 4 floating point numbers:

xleft xright ytop ybottom

These coordinates are relative to the center of the film (the numbers will fall between -1.0 and 1.0). For example, a zone spanning the entire film plane would be given by 0.0 1.0 0.0 1.0. A zone spanning the top left quadrant of the film is 0.0 0.5 0.0 0.5.

You will need to implement the AutoFocus method of the RealisticCamera class. This method is called by the PBRT Scene class before rendering begins. In this method, the camera should modify it's film depth so that the scene is in focus.

There are many ways to go about implementing this part of the assignment. One approach is to shoot rays from within AF zones on the film plane out into the scene (essentially rendering a small part of the image), and then observe the radiance returned along each ray in an AF zone to determine if that part of the image is in focus. The zip file contains code intended to help you implement autofocus in this manner. Here are some tips to get started:

To test your autofocusing algorithm, we provide three scenes that require the camera to focus using a single AF Zone. The images results from hw3.afdgauss_closeup.pbrt, hw3.afdgauss_bg.pbrt, and hw3.aftelephoto.pbrt are shown below.

Step 5: Submission

Create a wiki page named 'Assignment3' under your home directory that includes a description of your techniques and your final rendered images, and post a link to this page on Assignment3Submission. Please be sure to render images using the required number of samples per pixel and describe in detail how you implemented your autofocus algorithm in the writeup. Your grade in this assignment will be determined by the quality of your rendered images, the ability of your autofocus algorithm to produce in-focus images on the provided sample scenes, and on your writeup. Extra credit will be given for cleverness in your autofocusing implementation. As in the previous assignment, please do not include your source file in the wiki page. Send an email to cs348b-spr0506-staff@lists.stanford.edu with subject "cs348b HW3" and your realistic.cpp as an attachment.

Assignment3 (last edited 2006-05-08 07:41:23 by RanjithaKumar)