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A '''light field''' (also spelled '''lightfield''') is a fundamental concept in [[optics]] and [[computer graphics]] that describes the amount of [[light]] traveling in every direction through every point in [[space]].<ref name="LevoyHanrahan1996">Levoy, M., & Hanrahan, P. (1996). Light field rendering. ''Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96'', 31-42.</ref><ref name="Gortler1996">Gortler, S. J., Grzeszczuk, R., Szeliski, R., & Cohen, M. F. (1996). The Lumigraph. ''Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96'', 43-54.</ref> Essentially, it's a vector function that represents the [[radiance]] of light rays at any position and direction within a given volume or area. Understanding and utilizing light fields is crucial for advancing [[virtual reality]] (VR) and [[augmented reality]] (AR) technologies, as it allows for the capture and reproduction of visual scenes with unprecedented realism, including effects like [[parallax]], [[reflection]]s, [[refraction]]s, and [[refocusing]] after capture, while also aiming to solve critical issues like the [[vergence-accommodation conflict]].<ref name="Ng2005">Ng, R. (2005). Digital Light Field Photography. ''Ph.D. Thesis, Stanford University''.</ref><ref name="Lanman2013">Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ''ACM SIGGRAPH 2013 Talks'', 1-1.</ref> | A '''light field''' (also spelled '''lightfield''') is a fundamental concept in [[optics]] and [[computer graphics]] that describes the amount of [[light]] traveling in every direction through every point in [[space]].<ref name="LevoyHanrahan1996">Levoy, M., & Hanrahan, P. (1996). Light field rendering. ''Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96'', 31-42.</ref><ref name="Gortler1996">Gortler, S. J., Grzeszczuk, R., Szeliski, R., & Cohen, M. F. (1996). The Lumigraph. ''Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96'', 43-54.</ref> Essentially, it's a vector function that represents the [[radiance]] of light rays at any position and direction within a given volume or area. Understanding and utilizing light fields is crucial for advancing [[virtual reality]] (VR) and [[augmented reality]] (AR) technologies, as it allows for the capture and reproduction of visual scenes with unprecedented realism, including effects like [[parallax]], [[reflection]]s, [[refraction]]s, and [[refocusing]] after capture, while also aiming to solve critical issues like the [[vergence-accommodation conflict]].<ref name="Ng2005">Ng, R. (2005). Digital Light Field Photography. ''Ph.D. Thesis, Stanford University''.</ref><ref name="Lanman2013">Lanman, D., & Luebke, D. (2013). Near-eye light field displays. ''ACM SIGGRAPH 2013 Talks'', 1-1.</ref> | ||