EEPI - Electronic Entertainment Policy Initiative

EEPI Home Page

EEPI Announcements Mailing List Information

EEPI Discussions Mailing List Information

 


[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[ EEPI-Discuss ] Technique Sees "Behind" Objects -- Applications in TV and Film



 From the latest Stanford Engineering Newsletter

  --------------

  Camera sees behind objects

	* June 1/8, 2005*
*By Kimberly Patch, Technology Research News

Researchers from Stanford University and Cornell University have put 
together a projector-camera system that can pull off a classic magic 
trick: it can read a playing card that is facing away from the camera.

The dual-photography system gains information from a subject by 
analyzing the way projected patterns of light bounce off it.

The system can show a scene from the point of view of the projector as 
well as that of the camera. It could eventually be used to quickly add 
lighting effects in movie scenes, including the ability to realistically 
integrate actors who are shot separately and computer graphics into 
previously shot scenes.

The work also advances efforts aimed at collecting all of the visual 
information about a scene by sensing light scattered off objects within 
it and using the information to create views of the scene from any angle 
under any lighting condition. The ultimate goal of this area of imaging 
research is photorealistic virtual reality -- the visual component of 
the Star Trek holodeck.

The system consists of a digital camera and digital projector. The 
projector beams a series of black and white pixels at a scene and the 
camera captures the way the light bounces off objects in the scene. The 
heart of the system is a computer algorithm that continually monitors 
the data and changes the patterns in order to gain the needed information.

What happens to the patterns from the time they leave the projector to 
the time they are picked up by the camera "tells us how the light... 
interacts with the scene," said Pradeep Sen, an electrical engineering 
researcher at Stanford University. Each pixel of light coming from the 
projector might bounce off a surface, refract or hit nothing. "Each of 
these interactions will modify the ray of light," said Sen.

For example, imagine a ray of white light hitting a red object, said 
Sen. "The reflected ray will be red, which is why the object will appear 
red to our eyes," he said. This is the change the camera measures. "Thus 
whatever color we measured at the camera, we know that this is also the 
color we would get at the projector if we shine a white light from the 
position of the camera," said Sen.

This allows the researchers to measure the light changes from the 
projector to the camera, then reverse the light to provide a picture 
from the point of view of the projector. The method works because the 
properties of a ray of light are unchanged when the ray is reversed, a 
characteristic of light termed Helmholtz reciprocity.

The trick to reading a playing card that is facing away from the camera 
is picking up light that is reflected off of a surface behind the card. 
"In the card experiment, the camera cannot see the card directly, but it 
can see the surface of the book [behind the card]; the light from the 
projector bounces off the card, then bounces off the book and hits the 
camera," said Sen.

When the projector shines on a red part of the card, like the heart of 
the suit, the light gets a red tint. "The camera observes it and our 
algorithm determines that the projector saw something red at that 
position," said Sen. When the camera shines on a blue part of the card, 
the light is blue. "In this manner, we put together the projector image 
pixel-by-pixel and can see the card," he said.

Producing a working system required meeting three technical challenges, 
said Sen. "First of all, an ordinary projector of 1,024 by 768 
resolution has almost 800,000 pixels," he said. Measuring the changes to 
one pixel at a time would take about seven days. The researchers 
developed an adaptive technique that illuminated several pixels at a 
time to cut seven days to 14 minutes.

The system begins with all pixels lit, then divides the projector's 
pixels into four blocks and lights these in sequence. If some camera 
pixels respond to two of the blocks, the blocks are subdivided into four 
blocks, which are lit in sequence. The method saves time by lighting 
subsets in parallel.

The second technical challenge was dealing with noise and compensating 
for black pixels, which are not really black, but always contain some 
light. "When a camera takes a picture of something the values are not 
100 percent exact... they have some noise, or error to them," said Sen.

To eliminate all possible light noise, the researchers' carried out 
their experiments in a dark room, he said. "Additional lights would add 
noise to the signal, which can sometimes be removed."

The third challenge is that conventional cameras have a fairly low 
dynamic range, or difference between the brightest and dimmest features 
they can capture. "You can see this effect? when you try to take a 
picture of people standing indoors in front of a window -- either the 
people are too dark and the window is just right, or the people are just 
right and the window is too bright," said Sen. The human eye, in 
contrast, has a much better dynamic range, allowing us to easily capture 
the details of juxtaposed bright and dark features.

To overcome the limited dynamic range of the camera, the researchers 
tapped existing high dynamic range techniques that stitch together 
pictures taken at different exposures to generate a single image with a 
large dynamic range.

The most practical application for the researchers' technique is in 
relighting movie scenes, said Sen. "Suppose you're making a new sci-fi 
movie and you wanted to have your hero actor in a spaceship." Nowadays 
the spaceship is likely to be a computer model rather than a big set, 
and convincingly putting the hero into the scene involves modifying the 
lighting of both the scene and the hero, he said.

"Any object inside a specific environment will assume some of the color 
of the environment," Sen said. The effect can be subtle, but the human 
eye is very good at noticing if something is missing. "For example, when 
an actor is inside a volcano, the actor will get a reddish tint or glow 
to their skin... in a rain forest there will be a greenish tone."

In addition, a computer-generated character will sometimes cast shadow 
onto the real actor. "This lighting is often not available at the time 
they filmed the actor, so they have to relight the actor afterwards on 
the computer," said Sen.

The matrix of light properties captured by the researchers' technique 
contains all the information necessary to do high-resolution relighting 
and has the potential to do so much more rapidly than conventional 
techniques, said Sen. The researchers' current prototype works with 
static images, but could eventually be applied to moving pictures as 
well, he said.

The technique could eventually find use in medical imaging as well, said 
Sen. Some of today's medical imaging techniques are subject to the same 
reciprocal properties as dual photography, he said. "But we still need 
to look into this more seriously," he added.

The researchers are aiming to eventually be able to capture enough 
information to change the viewpoint of a scene after it has been filmed. 
This could potentially provide a new class of special effects for films 
and also a technique to make photorealistic virtual environments that 
can be used for training, said Sen. "While the obvious uses of these are 
for entertainment, they can be used to train personnel -- e.g. 
firefighters -- or to prototype products in manufacturing."

This requires measuring how a full light field is reflected by a scene 
over time. The challenge is being able to capture the vast amounts of 
information needed.

The dual-photography technique could be used to relight films in five 
years, said Sen. It will be 10 or 15 years before it is practical to 
work with the large data sets needed to use the technique to change the 
viewpoint of a movie scene after it has been filmed, he said.

Sen's research colleagues were Billy Chen, Gaurav Garg, Mark Horowitz, 
Marc Levoy, and Hendrik P.A. Lensch from Stanford University and Stephen 
R. Marschner from Cornell University. The researchers are scheduled to 
present the work at the Association of Computing Machinery (ACM) Special 
Interest Group Graphics (Siggraph) 2005 conference, held in Los Angeles 
July 31 to August 4. The research was funded by Nvidia Corporation, the 
National Science Foundation (NSF), the Defense Advanced Research 
Projects Agency (DARPA) and the Max Planck Institute in Germany.

*Timeline:* 5 years; 10-15 years
* Funding:* Government, Private
* TRN Categories:* Computer Vision and Image Processing; Data 
Representation and Simulation
* Story Type:* News
* Related Elements:* Technical paper, "Dual Photography," scheduled for 
in the Association of Computing Machinery (ACM) Special Interest Group 
Graphics (Siggraph) 2005 conference, Los Angeles, July 31-August 4.

  - - -

--Lauren--
Lauren Weinstein
lauren@pfir.org or lauren@vortex.com or lauren@eepi.org
Tel: +1 (818) 225-2800
http://www.pfir.org/lauren
Co-Founder, PFIR 
  - People For Internet Responsibility - http://www.pfir.org
Co-Founder, EEPI 
  - Electronic Entertainment Policy Initiative - http://www.eepi.org
Moderator, PRIVACY Forum - http://www.vortex.com
Member, ACM Committee on Computers and Public Policy
Lauren's Blog: http://lauren.vortex.com
DayThink: http://daythink.vortex.com
_______________________________________________
EEPI-Discuss mailing list information:
http://lists.eepi.org/mailman/listinfo/eepi-discuss
http://lists.eepi.org/mailman/options/eepi-discuss/eepi-discuss-archive%40vortex.com