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xRobert Richmond

Light Field Mapping

September 2001

Page Five

Contents
Page One: Applications of Light Field Mapping
Synthetic Imaging
Real-World Imaging
Technical Analysis
Page Four: Triangle Centered Approximation
Triangle-Centered Light Field Mapping
Analysis of Triangle-Centered Approximation
Page Two: Data Acquisition
Resampling and Normalization
Page Five: Vertex-Centered Approximation
Vertex-Centered Light Field Mapping
Analysis of Vertex-Centered Approximation
Page Three: Surface Light Field Approximation Page Six: Hardware Acceleration
Light Field Map Compression
Final Thoughts

Vertex-Centered Approximation


Vertex-Centered Approximation involves the determination of light ranges for each local reference frame as correlated for the multitude of vertex coordinates within the image being rendered.



Both the vertex bounded and unbounded lighted regions can now be determined in a process similar to the earlier described triangle-centered approximation, though the data must be partitioned across multiple view planes according to vertex ranges.



"Hat" functions are used to build the partitioned view plane surface ranges for light map area.



Each light field is now decomposed and truncated to obtain the optimal root mean approximation.


Vertex-Centered Light Field Mapping

Vertex-centered rendering utilizes a dynamic process which blends the view map into the surface map, thus creating to non-static variable ranges for maximum visibility from multiple light sources and image points.  The process is at minimum three time more computationally intensive, but the difference in pixel position, luminance, color, precision, and accuracy often outweighs the performance disadvantages when maximum image quality is required.


Analysis of Vertex-Centered Approximation


Vertex-Centered Approximation produces more visually accurate renderings as compared triangle-center operations.  The multi-pass vertex process virtually eliminates edge layer discontinuities by processing each independent light field vertex range instead of a larger triangular light field area.  The negative trade-offs includes more rendering passes per frame, plus the need for additional memory for the manipulation and storage of vertex-based mathematical results during rendering,

 

Page Six . . .

   

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