The light field is a function that describes the amount of light
travelling in every direction through every point in space. Michael Faraday
was the first to propose (in an 1846 lecture entitled "Thoughts on Ray
Vibrations") that light should be interpreted as a field, much like the
magnetic fields on which he had been working for several years. The phrase
light field was coined by Arun Gershun in a classic paper on the
radiometric properties of light in three-dimensional space (1936). The phrase
has been redefined by researchers in computer graphics to mean something
slightly different. To understand this difference, we'll need a bit of
terminology.
If we restrict ourselves to geometric optics, i.e. to incoherent light and
to objects larger than the wavelength of light, then the fundamental carrier of
light is a ray. The measure for the amount of light traveling along a ray
is radiance, denoted by L and measured in watts(W) per
steradian(sr) per meter squared (m2). The steradian is
a measure of solid angle, and meters squared are used here as a measure of
cross-sectional area, as shown at right.
The radiance along all such rays in a region of three-dimensional space
illuminated by an unchanging arrangement of lights is called the
plenoptic function
(Adelson 1991). Since
rays in space can be parameterized by three coordinates, x, y, and
z and two angles and , as shown at
left, it is a five-dimensional function. (One can consider time,
wavelength, and polarization angle as additional variables, yielding
higher-dimensional functions.)
Like Adelson, Gershun defined the light field at each point in space as a 5D
function. However, he treated it as an infinite collection of vectors, one per
direction impinging on the point, with lengths proportional to their radiances.
Equivalently, one can imagine an infinite collection of infinitesimal surfaces
placed at that point, one per direction, with different values of
irradiance assigned to each surface.
Integrating these vectors over any collection of lights, or over the entire
sphere of directions, produces a single scalar value - the total irradiance
at that point, and a resultant direction. The figure at right, reproduced from
Gershun's paper, shows this calculation for the case of two light
sources. In computer graphics, this vector-valued function of 3D space is
called the vector irradiance field (Arvo, 1994). The vector direction at each
point in the field can be interpreted as the orientation one would face a flat surface
placed at that point to most brightly illuminate it.
In a plenoptic function,
if the region of interest contains a concave object (think of a cupped
hand), then light leaving one point on the object may travel only a short
distance before being blocked by another point on the object. No practical
device could measure the function in such a region.
However, if
we restrict ourselves to locations outside the convex hull (think
shrink-wrap) of the object, then we can measure the plenoptic function easily
using a digital camera. Moreover, in this case the function contains redundant
information, because the radiance along a ray remains constant from point to
point along its length, as shown at left. In fact, the redundant information
is exactly one dimension, leaving us with a four-dimensional function. Parry
Moon dubbed this function the photic field (1981), while researchers in
computer graphics call it the 4D light field (Levoy 1996)
or Lumigraph (Gortler 1996).
Formally, the 4D light field is defined as radiance along rays in empty space.
The set of rays in a light field can be parameterized in a variety of ways,
a few of which are shown below. Of these, the most common is the two-plane
parameterization shown at right (below). While this parameterization cannot represent
all rays, for example rays parallel to the two planes if the planes are
parallel to each other, it has the advantage of relating closely to the
analytic geometry of perspective imaging. Indeed, a simple way to think about
a two-plane light field is as a collection of perspective images of the st
plane (and any objects that may lie astride or beyond it), each taken from an observer
position on the uv plane. A light field parameterized this way is
sometimes called a light slab.
Light fields are a fundamental representation for light. As such, there are
as many ways of creating light fields as there are computer programs
capable of creating images or instruments capable of capturing them.
In computer graphics, light fields are typically produced either by
rendering a 3D model or by photographing a real scene. In either case,
to produce a light field views must be obtained for a large collection of
viewpoints. Depending on the parameterization employed, this collection will
typically span some portion of a line, circle, plane, sphere, or other shape,
although unstructured collections of viewpoints are also possible (Buehler 2001).
Devices for capturing light fields photographically may include a moving
handheld camera, a robotically controlled camera (Levoy, 2002) an arc of
cameras (as in the bullet time effect used in The Matrix), a dense
array of cameras (Kanade 1998; Yang 2002; Wilburn 2005), or a handheld camera
(Ng 2005; Georgiev 2006), microscope (Levoy 2006), or other optical system in
which an array of microlenses has been inserted in the optical path.
Computational imaging refers to any image formation method that
involves a digital computer. Many of these methods operate at visible
wavelengths, and many of those produce light fields. As a result, listing all
applications of light fields would require surveying all uses of computational
imaging - in art, science, engineering, and medicine. In computer graphics, some
selected applications are:
Illumination engineering. Gershun's reason for studying the light field
was to derive (in closed form if possible) the illumination patterns that would
be observed on surfaces due to light sources of various shapes positioned above
these surface. An example is shown at right.
A more modern study is (Ashdown 1993).
Light field rendering. By extracting appropriate 2D slices from the 4D
light field of a scene, one can produce novel views of the scene (Levoy 1996;
Gortler 1996). Depending on the parameterization of the light field and
slices, these views might be perspective,
orthographic, crossed-slit (Zomet
2003), multi-perspective (Rademacher 1998), or another type of projection.
Light field rendering is one form of
image-based rendering.
Synthetic aperture photography. By integrating an appropriate 4D subset
of the samples in a light field, one can approximate the view that would be
captured by a camera having a finite (i.e. non-pinhole) aperture. Such a view
has a finite depth of field. By shearing or warping the light field before
performing this integration, one can focus on different fronto-parallel
(Isaksen 2000) or oblique (Vaish 2005) planes in the scene. If the light field
is captured using a handheld camera (Ng 2005), this essentially constitutes a
digital camera whose photographs can be refocused after they are taken.
3D display. By presenting a light field using technology that maps each
sample to the appropriate ray in physical space, one obtains an
autostereoscopic visual effect akin to viewing the
original scene. Non-digital technologies for doing this include
integral photography and holography; digital technologies include placing an
array of lenslets over a high-resolution display screen, or projecting the
imagery onto an array of lenslets using an array of video projectors. If the
latter is combined with an array of video cameras, one can capture and display
a time-varying light field. This essentially constitutes a 3D television
system (Javidi 2002; Matusik 2004).
Gershun, A. (1936).
"The Light Field",
Moscow, 1936. Translated by P. Moon and G. Timoshenko in
Journal of Mathematics and Physics,
Vol. XVIII, MIT, 1939, pp. 51-151.
Gortler, S.J., Grzeszczuk, R., Szeliski, R., Cohen, M. (1996).
"The Lumigraph",
Proc. ACM Siggraph,
ACM Press, pp. 43-54.
Levoy, M., Hanrahan, P. (1996).
"Light Field Rendering",
Proc. ACM Siggraph,
ACM Press, pp. 31-42.
Moon, P., Spencer, D.E. (1981).
The Photic Field,
MIT Press.
Levoy, M., Ng, R., Adams, A., Footer, M., Horowitz, M. (2006). "Light field microscopy",
ACM Transactions on Graphics (Proc. SIGGRAPH),
Vol. 25, No. 3.
Wilburn, B., Joshi, N., Vaish, V.,
Talvala, E., Antunez, E., Barth, A.,
Adams, A., Levoy, M., Horowitz, M. (2005).
"High Performance Imaging Using Large Camera Arrays",
ACM Transactions on Graphics (Proc. SIGGRAPH),
Vol. 24, No. 3, pp. 765-776.
Zomet, A., Feldman, D., Peleg, S., Weinshall, D. (2003).
"Mosaicing new views: the crosssed-slits projection",
IEEE Transactions on Pattern Analysis and Machine Intelligence (PAMI),
Vol. 25, No. 6, June 2003, pp. 741-754.