Surface Light Fields for 3D Photography
Daniel N. Wood, Daniel I. Azuma, Ken Aldinger, Brian Curless, Tom Duchamp, David H. Salesin, Werner Stuetzle
Proceedings of SIGGRAPH 2000, July 2000, pp. 287--296.
Abstract: A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects. Generalizations of vector quantization and principal component analysis are used to construct a compressed representation of an object's surface light field from photographs and range scans. A new rendering algorithm achieves interactive rendering of images from the compressed representation, incorporating view-dependent geometric level-of-detail control. The surface light field representation can also be directly edited to yield plausible surface light fields for small changes in surface geometry and reflectance properties.
Keyword(s): surface light fields, 3D photography, lumigraph, light field, function quantization, principal function analysis, view-dependent level-of-detail, image-based rendering, wavelets
BibTeX format:
@inproceedings{Wood:2000:SLF,
  author = {Daniel N. Wood and Daniel I. Azuma and Ken Aldinger and Brian Curless and Tom Duchamp and David H. Salesin and Werner Stuetzle},
  title = {Surface Light Fields for 3D Photography},
  booktitle = {Proceedings of SIGGRAPH 2000},
  pages = {287--296},
  month = jul,
  year = {2000},
}
Search for more articles by Daniel N. Wood.
Search for more articles by Daniel I. Azuma.
Search for more articles by Ken Aldinger.
Search for more articles by Brian Curless.
Search for more articles by Tom Duchamp.
Search for more articles by David H. Salesin.
Search for more articles by Werner Stuetzle.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."