A realistic camera model for computer graphics

Craig E. Kolb, D. P. Mitchell, P. Hanrahan
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引用次数: 263

Abstract

Most recent rendering research has concentrated on two subproblems: modeling the reflection of light from materials, and calculating the direct and indirect illumination from light sources and other surfaces. Another key component of a rendering system is the camera model. Unfortunately, current camera models are not geometrically or radiometrically correct and thus are not sufficient for synthesizing images from physically-based rendering programs. In this paper we describe a physically-based camera model for computer graphics. More precisely, a physically-based camera model accurately computes the irradiance on the film given the incoming radiance from the scene. In our model a camera is described as a lens system and film backplane. The lens system consists of a sequence of simple lens elements, stops and apertures. The camera simulation module computes the irradiance on the backplane from the scene radiances using distributed ray tracing. This is accomplished by a detailed simulation of the geometry of ray paths through the lens system, and by sampling the lens system such that the radiometry is computed accurately and efficiently. Because even the most complicated lenses have a relatively small number of elements, the simulation only increases the total rendering time slightly. CR
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一个现实的相机模型的计算机图形学
最近的渲染研究集中在两个子问题上:模拟材料的光反射,计算光源和其他表面的直接和间接照明。渲染系统的另一个关键组件是摄像机模型。不幸的是,目前的相机模型在几何上或辐射上都不正确,因此不足以从基于物理的渲染程序合成图像。本文描述了一种基于物理的计算机图形学相机模型。更准确地说,基于物理的相机模型可以精确地计算胶片上给定来自场景的入射辐射的辐照度。在我们的模型中,相机被描述为一个镜头系统和胶片背板。镜头系统由一系列简单的镜头元件、光圈和光圈组成。相机模拟模块使用分布式光线追踪从场景辐射计算背板上的辐照度。这是通过对穿过透镜系统的射线路径的几何形状进行详细的模拟来完成的,并且通过对透镜系统进行采样,以便准确有效地计算出辐射测量。因为即使是最复杂的镜头也只有相对较少的元素,所以模拟只会稍微增加总渲染时间。CR
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