Project 6.1: Lightfield Camera Playground
- Here we play around the beautiful focus and real camera effects that can be achieved through an array of images.
- Operataions are as simple as shifting and averaging, but authentic depth-refocusing and aperture simulation can be achieved.
- Using the data from: The (New) Stanford Light Field Archive
Part 1: Depth Refocusing
- When moving the camera around, objects far away don't have as large pixel displacements as those closer to the camera.
- Naive averaging over all such images will intuitively give us a final result that's "in focus".
- As shown in the right image below:
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Original Image
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Naive Averaging Over All Images
- This observation leads to us thinking: maybe by shifting the image array appropriately,
- with each image nudging a slightly different value that is a function of depth,
- we can get a "refocused" image that is "in focus" at any given depth.
- We shift each image using the distance between their grid coordinates and the center image location (8, 8)
- Then depth is applied as a weight term that regulates the shift amount. We use simple nearest padding and bilinear interpolation.
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Amethyst Refocused
Depth=[-2, 2], Step Size=0.2
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Chessboard Refocused
Depth=[-1, 3.4], Step Size=0.2
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Truck Refocused
Depth=[-2, 2], Step Size=0.2
- Additionally, if the task is run on CPU, it took over 288 minutes to just render one, so I use GPU to accelerate.
- Both task below is to perform a refocused operation over depth range [-3, 3] with step size 0.2 and the image size 1400x800.
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Pure CPU: 218 minutes 42.3 s
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GPU Accelerated: 2 minutes 22.9 s
Part 2: Aperture Adjustment
- Changing aperture of a real camera lead to different depth of field.
- Larger apertures correspond to more shallow depth of field,
- which is more blurry on the pixels that are out-of-focus,
- easily emphasizing the objects that are really in focus.
- We implement this effect by simply controlling the number of images we use for averaging!
- After an aperture value is set, the images far away from the center image will not be taken into account.
- Relation goes as:
- fewer images averaged, less blurry, mimic smaller aperture
- more images averaged, more blurry, mimic larger aperture
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Treasure Aperture Adjusment
Aperture size: [0, 10]
Project 6.2: Gradient Domain Fusion
- Blending is always a fun topic to explore in computational photography.
- How to blend one object into another image?
- There are plenty of native ways, but they typically leave obvious seams, which is so uncomfortable for human eyes.
- One interesting fact is that human eyes are more sensitive to gradient values in an image rather than the overall intensity.
- This project will leverage this fact to try out poisson blending as a gradient domain fusion technique.
Part 1: Toy Example
- This part constructs necessary matrix operations and least square solvers to try reconstruct one image.
- We're basically setting three sets of constraints for each pixel to minize their gradient difference on x, y, intensity aspect.
- Results are shown below. The left is original and the left is gradient reconstruction.
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Original Toy Image
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Reconstructed Toy Image
Part 2: Poisson Blending
- We aim to blend objects seamlessly into another image by focusing on the gradients inside the masked region.
- The process starts by cropping the source image and defining a mask region in the target image.
- I manually draw each mask for the object source image.
- The blending involves solving constraints that minimize two terms:
- For each pixel i in the source, and its neighbors j in the source,
- minimize the squared difference between the gradient values in the source and the intensity gradient.
- For each pixel i in the source, and its neighbors j outside the source,
- minimize the squared difference between the value of i and the target intensity of j, adjusted by the source gradients.
- Optimization is necessary so we use Sparse matrices to reduce time.
Penguin Chick on Snow Hiking v1
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Source Object Image
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Background Image
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Poisson Blended
Penguin Chick on Snow Hiking v2
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Source Object Image
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Background Image
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Poisson Blended
Penguin on Snow Hiking v2
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Source Object Image
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Background Image
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Poisson Blended
Cat on Snow Hiking v1
- Though not very obvious, you can actually spot the blurry "aura" surrounding our kitten.
- This is a typical issue with Poisson Blending because:
- the boundary values within source are calculated as an average with the touching edges of the background.
- This defect is very obvious and intolerable for the next task.
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Source Object Image
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Background Image
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Poisson Blended
FAILURE CASE:Cal logo on a brick wall.
- The blurry part has become too obvious to be ignored.
- We need a method that respects the background more and pick out the high-frequency
- gradient details to make sure the blending looks more texturized!
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Source Object Image
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Background Image
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Poisson Blended: FAILURE CASE
Bells & Whistles: Mixed Gradients
- For mixed gradients, we modify the Poisson blending process to only keep large differences in gradient magnitudes.
- Instead of directly using the source gradient differences, we take the maximum absolute gradient value between the source and target at each step.
- In this way, we can expect the textures inside background image to be preserved and that source object can become somewhat transparent occasiaonlly.
Cal Logo on a Brick Wall (Fixed!)
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Source Object Image
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Background Image
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Poisson Blended
Whale Over Berkeley Campus
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Source Object Image
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Background Image
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Poisson Blended
Jellyfish In the Mountains
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Source Object Image
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Background Image
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Poisson Blended