Sampling theorem for image-based
rendering: how much geometrical and textural
information are needed to generate a continuous representation of the plenoptic
function?
This paper studies the problem
of plenoptic sampling in image-based rendering (IBR). From a spectral analysis
of light field signals and using the sampling theorem, we mathematically derive
the analytical functions to determine the minimum sampling rate for light field
rendering. The spectral support of a light field signal is bounded by the
minimum and maximum depths only, no matter how complicated the spectral support
might be because of depth variations in the scene. The minimum sampling rate
for light field rendering is obtained by compacting the replicas of the
spectral support of the sampled light field within the smallest interval. Given
the minimum and maximum depths, a reconstruction filter with an optimal and
constant depth can be designed to achieve anti-aliased light field rendering.
In
this paper, we study plenoptic sampling, or how many samples are needed for
plenoptic modeling. Plenoptic sampling can be stated as:
How many samples of the plenoptic function (e.g., from a 4D light
field) and how much geometrical and textural information are needed to generate
a continuous representation of the plenoptic function?
Specifically, our objective in
this paper is to tackle the following two problems under plenoptic sampling,
with and without geometrical information:
·
Minimum
sampling rate for light field rendering;
·
Minimum
sampling curve in joint image and geometry space.
We formulate the sampling analysis as a high
dimensional signal processing problem. In our analysis, we assume Lambertian
surfaces and uniform sampling geometry or lattice for the light field. Rather
attempting to obtain a closed form general solution to the 4D light field
spectral analysis, we only analyze the bounds of the spectral support of the
light field signals. A key analysis to be presented in this paper is that the
spectral support of a light field signal is bounded by only the minimum and
maximum depth, irrespective of how complicated the spectral support might be
because of depth variations in the scene. Given the minimum and maximum depths,
a reconstruction filter with an optimal and constant depth can be designed to
achieve anti-aliased light field rendering.
We mathematically derive the minimum
sampling curve for image based rendering, which is described as follows:
where Nimage and Ndepth are the number of images
and the number of depth layers respectively. Bvs is the highest frequency of scene texture
distribution and represents the complexity of texture information. andare
inversely proportional to the resolution of the capturing camera and the
rendering camera respectively.
The following
figures show the minimal sampling curve
for the object ”Statue” in the joint image and geometry space with
accurate geometry. The quality of the rendered images along the minimal
sampling curve is almost indistinguishable from that of using all images and
accurate depth. Note that sampling
points in the figure have been chosen to be slightly above the minimum sampling
curve due to quantization and also the number of images in the following figure
means the number of sampling image along one direction.
A(2,32) D(13,4) |
B(4,16) E(25,2) |
C(7,8) F(accurate depth,32) |
With the minimal sampling curve, we can reduce
the minimal number of image samples at any given number of depth layers
available. The following figure
compares the rendering quality using different layers of depth and a given
number of image samples. With 2×2 image samples of the Head, images (A)
to (E) show the rendered images with different layers of depth at 4, 8, 10, 12
and 24 respectively. According to our minimal sampling curve equation, the
minimum sampling point with 2×2 images of the Head is approximately 12
layers of depth. Noticeable visual artifacts can be observed when the number of
depth is below the minimal sampling point, as shown in images (A) to (C). On
the other hand, oversampling layers of depth does not improve the rendering
quality, as shown in the images (D) and (E).
Rendered image C(10,2) |
A(4,2) D(12,2) |
B(8,2) E(24,2) |
With the minimal sampling curve, we can
reduce the minimal number of image samples at any given number of depth layers available.
For the Table scene, we find that 3 bits (or 8 layers) of depth information is
sufficient for light field rendering when combined with 16×16 image
samples (shown in image D of the following figures). When the number of depth
layers is below the minimal sampling point, light field rendering produces
noticeable artifacts, as shown in images (A) to (C).
Rendered image C(8,8) |
A(8,4) D(8,16) |
B(8,6) E(8,32) |