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Light-Field-Viewer

This is a light field viewer implemented in OpenGL based on Levoy and Hanrahan paper [1] using the light field dataset in [2]. The light field rendering calculation is done with shaders to ensure fast rendering. The code can only handle square image grids. The light field samples are loaded as a texture atlas. All the light fields in the result have 17x17 grid.

[1] Levoy, Marc, and Pat Hanrahan. "Light field rendering." Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. 1996.

[2] Jarabo, Adrian, et al. "How do people edit light fields." ACM Transactions on Graphics (Proc. SIGGRAPH). Vol. 33. No. 4. 2014.

Results

Lobby Light Field Head Light Field Garden Light field Tea Pots Light Field Light Field Viewer

The rendering is done at about 60 FPS. The loading of 4 textures takes about 19 sec. The program is tested on the machine with the following specifications:

  • CPU: Intel Xeon 2.8 GHz
  • RAM: 64 GB
  • GPU: NVIDIA Quadro K620

Dependencies

  • IMGUI: library for GUI rendering library
  • stb_image: library for loading texture images
  • GLM : library for Geometry computation
  • GLFW: library for window creation

The control keys

To control the camera position:

  • A: move camera to right
  • D: move camera to left
  • S: move camera Down
  • W: move camera Up
  • Z: move camera Inward
  • X: move camera Outward
  • P: print camera information

To control the Image Plane:

  • I: move Image Plane Up
  • K: move Image Plane Down
  • L: move Image Plane Right
  • J: move Image Plane Left
  • M: move Image Plane Outward
  • N: move Image Plane Inward

Light field control Panel

Control Panel

  • With the control panel area, you can change the Z position of the camera plane and the focal plane.
  • The 0 button shows the camera plane, 1,2,3,4 are different bilinear interpolation, 5 is the quad-linear interpolation
  • The buttons on that last row allow for the user to switch to a different light field.

Manifestation

  • LightField Atlas Generator :
    • ImageAtlas.py: Combine Stanford dataset images into one image atlas
  • res: Contains resources
    • shaders
      • Basic.shader: vertex and fragment shader
    • textures: contains all the textures
  • src: OpenGL Code
    • Camera.h: class for handling camera movement and calculation
    • CameraPlane.cpp: Debug code for camera Plane
    • CameraPlane.h
    • IndexBuffer.cpp : Class for handling the index buffer
    • IndexBuffer.h
    • main.cpp: Code entry point
    • Plane.cpp: Class for Image plane generation at different sizes
    • Plane.h
    • Renderer.cpp: Rendering class (currently support OpenGL, support for other renders can be added here such as direct 3D)
    • Renderer.h
    • Shader.cpp: Class for reading and parsing the shaders. The shader should be in one file and be separated by # followed by the shader name.
    • Shader.h
    • Texture.cpp: Class for reading the textures
    • Texture.h
    • VertexArray.cpp: Class for handling the vertex array
    • VertexArray.h
    • VertexBuffer.cpp: Class for handling the vertex buffer
    • VertexBuffer.h
    • VertexBufferLayout.h: Helper class for defining the layout of vertex buffer
  • vendor: contains third-party libraries (glm and GLFW not here)
  • README.md

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A step by step opengl light filed viewer

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