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LIGHT FIELDS
& POLYGONS
Making Sense of New Image
Formats
WHAT WE’LL COVER: IMAGES
• Major image formats of the future
• Compare/contrast each
• Look at where they fit in
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• No current standards
• Display hardware ahead of software /
imaging stack
• Standards bodies lagging
• Market will determine winner
• Quality / performance will (probably) win
WHY IMAGE FORMATS?
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WHY IMAGE FORMATS?
Join the conversation @ARealityEvent & #AWE2017
• No current standards
• Display hardware ahead of software /
imaging stack
• Standards bodies lagging
• Market will determine winner
• Quality / performance will (probably) win
WHY IMAGE FORMATS?
Join the conversation @ARealityEvent & #AWE2017
WHY IMAGE FORMATS?
Join the conversation @ARealityEvent & #AWE2017
The Software Stack Needs Work
FORMATS
Let’s start with the
fundamentals.
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• 360 Video (for VR)
• Volumetric (polygons)
FORMATS TODAY, TOMORROW
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Today Tomorrow
• 360 Video
• Volumetric (polygons)
FORMATS TODAY, TOMORROW
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• RGB+D
Today Tomorrow
• 360 Video
• Volumetric (polygons)
FORMATS TODAY, TOMORROW
Join the conversation @ARealityEvent & #AWE2017
• RGB+D
• Volumetric
Today Tomorrow
• 360 Video
• Volumetric (polygons)
FORMATS TODAY, TOMORROW
Join the conversation @ARealityEvent & #AWE2017
• RGB+D
• Volumetric
• Light Fields
Today Tomorrow
• As an image format: R, G, B,
Depth
• Depth carried along with pixel
value
• Often seen as acquisition /
intermediate format
RGB + DEPTH
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x,y raster of
R,G,B,D values:
<255,128,16,128>
• Polygons + pixels
• Typically plays back in game
engine
• Lots of different capture /
translation techniques being
developed
VOLUMETRIC
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• Polygons + pixels
• Typically plays back in game
engine
• Lots of different capture /
translation techniques being
developed
VOLUMETRIC
Join the conversation @ARealityEvent & #AWE2017
Mesh (vertex lists, etc) for shape
Textures (u,v maps) for color
• Represent light directly: location and
direction
• Subsample / shuffle rays for view synthesis
• Capture: lots of cameras
LIGHT FIELD
Join the conversation @ARealityEvent & #AWE2017
Join the conversation @ARealityEvent & #AWE2017
BUT WHAT ARE
THEY GOOD FOR?
Good, Bad, and Ugly.
• It Works!
• Extends existing standard
• Re-uses robust video tech stack
• Compression, delivery, decode
• Hardware accelerated, etc
RGB + DEPTH: Good
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• Very small parallax
• No roundness*, specularity
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*high-resolution, stereo 3D can fake this for small ranges
RGB + DEPTH: Bad
• Discrete depths
• Infill?
RGB + DEPTH: Ugly
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• Discrete depths
• Infill?
RGB + DEPTH: Ugly
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• It works!
• Re-uses robust tech stack
• Large movement space
• Allows for rich interactivity
VOLUMETRIC: The Good
Join the conversation @ARealityEvent & #AWE2017
• Capture is an open question
• Compression is tough
VOLUMETRIC: The Bad
Join the conversation @ARealityEvent & #AWE2017
VOLUMETRIC: The Ugly
Join the conversation @ARealityEvent & #AWE2017
VOLUMETRIC: The Ugly
Join the conversation @ARealityEvent & #AWE2017
(Also true of RGB+D, but masked by limited movement
range.)
• Photorealistic with 6DOF
• Potentially most accurate: light in, light out
LIGHT FIELD: Good
Join the conversation @ARealityEvent & #AWE2017
• Data!
• Movement range
defined by
cameras
• Aliasing, edges
LIGHT FIELD: Bad
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• Doesn’t actually exist
LIGHT FIELD: Ugly
Join the conversation @ARealityEvent & #AWE2017
• Doesn’t actually exist (yet)
LIGHT FIELD: Ugly
Join the conversation @ARealityEvent & #AWE2017
SYNTHESIS: Polygons +
Light
Join the conversation @ARealityEvent & #AWE2017
• Hybrid approach: Polygons + light
• Light field + polygon clipping masks
• Solves interpolation problem
• ‘BRDF’ / “dynamic pixel map”
• “Virtual objects / real environment”
• Games / hybrid experiences
• Interactive experiences
Volumetric
SYNTHESIS: A Mix of
Formats?
Join the conversation @ARealityEvent & #AWE2017
• “Dynamic posters”
• Near-term format
• User-generated content, live-
streaming
RGB+D
• “Windows and crystal balls”
• Realistic experiences
• Transportation and immersion
Light Field
THANK YOU
For keeping it real.
Join the conversation @ARealityEvent & #AWE2017

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Ryan Damm (Visby): Light Fields & Polygons: Making Sense of New Image Formats

  • 1. LIGHT FIELDS & POLYGONS Making Sense of New Image Formats
  • 2. WHAT WE’LL COVER: IMAGES • Major image formats of the future • Compare/contrast each • Look at where they fit in Join the conversation @ARealityEvent & #AWE2017
  • 3. • No current standards • Display hardware ahead of software / imaging stack • Standards bodies lagging • Market will determine winner • Quality / performance will (probably) win WHY IMAGE FORMATS? Join the conversation @ARealityEvent & #AWE2017
  • 4. WHY IMAGE FORMATS? Join the conversation @ARealityEvent & #AWE2017 • No current standards • Display hardware ahead of software / imaging stack • Standards bodies lagging • Market will determine winner • Quality / performance will (probably) win
  • 5. WHY IMAGE FORMATS? Join the conversation @ARealityEvent & #AWE2017
  • 6. WHY IMAGE FORMATS? Join the conversation @ARealityEvent & #AWE2017 The Software Stack Needs Work
  • 7. FORMATS Let’s start with the fundamentals. Join the conversation @ARealityEvent & #AWE2017
  • 8. • 360 Video (for VR) • Volumetric (polygons) FORMATS TODAY, TOMORROW Join the conversation @ARealityEvent & #AWE2017 Today Tomorrow
  • 9. • 360 Video • Volumetric (polygons) FORMATS TODAY, TOMORROW Join the conversation @ARealityEvent & #AWE2017 • RGB+D Today Tomorrow
  • 10. • 360 Video • Volumetric (polygons) FORMATS TODAY, TOMORROW Join the conversation @ARealityEvent & #AWE2017 • RGB+D • Volumetric Today Tomorrow
  • 11. • 360 Video • Volumetric (polygons) FORMATS TODAY, TOMORROW Join the conversation @ARealityEvent & #AWE2017 • RGB+D • Volumetric • Light Fields Today Tomorrow
  • 12. • As an image format: R, G, B, Depth • Depth carried along with pixel value • Often seen as acquisition / intermediate format RGB + DEPTH Join the conversation @ARealityEvent & #AWE2017 x,y raster of R,G,B,D values: <255,128,16,128>
  • 13. • Polygons + pixels • Typically plays back in game engine • Lots of different capture / translation techniques being developed VOLUMETRIC Join the conversation @ARealityEvent & #AWE2017
  • 14. • Polygons + pixels • Typically plays back in game engine • Lots of different capture / translation techniques being developed VOLUMETRIC Join the conversation @ARealityEvent & #AWE2017 Mesh (vertex lists, etc) for shape Textures (u,v maps) for color
  • 15. • Represent light directly: location and direction • Subsample / shuffle rays for view synthesis • Capture: lots of cameras LIGHT FIELD Join the conversation @ARealityEvent & #AWE2017
  • 16. Join the conversation @ARealityEvent & #AWE2017 BUT WHAT ARE THEY GOOD FOR? Good, Bad, and Ugly.
  • 17. • It Works! • Extends existing standard • Re-uses robust video tech stack • Compression, delivery, decode • Hardware accelerated, etc RGB + DEPTH: Good Join the conversation @ARealityEvent & #AWE2017
  • 18. • Very small parallax • No roundness*, specularity Join the conversation @ARealityEvent & #AWE2017 *high-resolution, stereo 3D can fake this for small ranges RGB + DEPTH: Bad
  • 19. • Discrete depths • Infill? RGB + DEPTH: Ugly Join the conversation @ARealityEvent & #AWE2017
  • 20. • Discrete depths • Infill? RGB + DEPTH: Ugly Join the conversation @ARealityEvent & #AWE2017
  • 21. • It works! • Re-uses robust tech stack • Large movement space • Allows for rich interactivity VOLUMETRIC: The Good Join the conversation @ARealityEvent & #AWE2017
  • 22. • Capture is an open question • Compression is tough VOLUMETRIC: The Bad Join the conversation @ARealityEvent & #AWE2017
  • 23. VOLUMETRIC: The Ugly Join the conversation @ARealityEvent & #AWE2017
  • 24. VOLUMETRIC: The Ugly Join the conversation @ARealityEvent & #AWE2017 (Also true of RGB+D, but masked by limited movement range.)
  • 25. • Photorealistic with 6DOF • Potentially most accurate: light in, light out LIGHT FIELD: Good Join the conversation @ARealityEvent & #AWE2017
  • 26. • Data! • Movement range defined by cameras • Aliasing, edges LIGHT FIELD: Bad Join the conversation @ARealityEvent & #AWE2017
  • 27. • Doesn’t actually exist LIGHT FIELD: Ugly Join the conversation @ARealityEvent & #AWE2017
  • 28. • Doesn’t actually exist (yet) LIGHT FIELD: Ugly Join the conversation @ARealityEvent & #AWE2017
  • 29. SYNTHESIS: Polygons + Light Join the conversation @ARealityEvent & #AWE2017 • Hybrid approach: Polygons + light • Light field + polygon clipping masks • Solves interpolation problem • ‘BRDF’ / “dynamic pixel map”
  • 30. • “Virtual objects / real environment” • Games / hybrid experiences • Interactive experiences Volumetric SYNTHESIS: A Mix of Formats? Join the conversation @ARealityEvent & #AWE2017 • “Dynamic posters” • Near-term format • User-generated content, live- streaming RGB+D • “Windows and crystal balls” • Realistic experiences • Transportation and immersion Light Field
  • 31. THANK YOU For keeping it real. Join the conversation @ARealityEvent & #AWE2017