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05-04-22 12:24:04 AM
Jul - Computers and Technology - Revolution in Digital Photography? New poll - New thread - New reply
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Peardian

  
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Posted on 05-15-12 05:42:55 PM Link | Quote
This article was too cool not to share.

This fancy new type of camera captures the direction of light, allowing you to change the focus of pictures after they've been taken. Try clicking around on the picture provided in the article. It's interactive!

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Posted on 05-15-12 08:05:22 PM Link | Quote
SIDEWAYS SLASH
I wonder if with all this new research on image processing we will finally move away from "real is brown" and be able to actually represent light correctly; so things will have color radiance, there'll be such a thing as a natural focus, etc.

I think this is really neat, it wouldn't just apply to 3d either (as in, objects with a camera), I can see 2d art benefiting incredibly from this.

Specially when it gets done in real time. Just imagining it in Zelda's Z-Targeting is a good (and basic enough) example.

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Posted on 05-15-12 08:45:40 PM Link | Quote
I'm not sure this technology will really apply well outside of photography. I mean, video games already have depth of field effects. Though, now that I think about it, it shouldn't be too hard to make a game engine renderer thing that captures the same vector information in screenshots. Now that would be fun to play with.

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Posted on 05-15-12 09:13:00 PM Link | Quote
I don't see this as revolutionary when it's basically using everything we already have. Maybe if it weren't proprietary bull too.

And Pear; maybe they could use it in security systems. A camera that could refocus post-recording could be somewhat more helpful for police. But even then, the cameras would need good quality (of which most do not).

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Peardian

  
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Posted on 05-15-12 09:38:52 PM Link | Quote
I do not see video recorder using this technology coming any time soon, and the reason is both space and practicality. For every image it captures, it also captures a whole array of vectors for every bit of light that it captures. When you consider how much space a normal video takes up, adding that kind of information for every frame would mean a tremendous increase in disk space requirements. And as far as practicality, that's a whole lot of wasted space for ceiling-mounted cameras that just record a single location all the time. You'd get a much better benefit at only a fraction of the gain in resource usage by just upgrading to higher-resolution cameras.

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Posted on 05-16-12 10:08:20 AM Link | Quote
Post #4758 · 05-16-12 05:08:20 AM
Well, there was a time when HD would have been pointless and infeasible due to its storage requirements, too. This will probably eventually replace standard videos and photos... just a matter of time.

Not sure about video games. They don't typically simulate light beams (Raytracing) due to the immense processing power required compared to polygonal 3D. Again, maybe in the future they will, as the diminishing returns of "MOAR POLYGONS!" makes improvements to the existing system not worthwhile.
With existing technology you could capture the scene data and have a 3D "screenshot" that you can pan around, but even that would be difficult to design. It'd more likely be done within the game itself by saving the state of all actors and freezing them, than by an external viewer that would have to recreate the scene.

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Posted on 05-16-12 10:29:02 AM Link | Quote
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I think in the past there have been hacked drivers and stuff that let you properly capture the state of the ingame world's textures and geometry. Probably very limited and broke easily.

As far as this goes, I'm sure someone could come up with a compression algorithm that works well with this kind of stuff. Probably MPEG, then they can give open source stuff a hard time like they always do for trying to support their formats (and often doing a better job than they did.).

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Rena
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Posted on 05-16-12 11:47:57 PM Link | Quote
Post #4760 · 05-16-12 06:47:57 PM
The main thing would be that games try to avoid drawing any polygons that aren't going to be visible, so if you capture the scene and change the camera angle, you won't be able to see much...

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Peardian

  
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Posted on 05-17-12 01:08:05 AM Link | Quote
The thing is, the game can already quickly find the "angle" of the light coming off of polygons. Fake environment "reflections" have been around since Nintendo 64, where the UV map changes depending on the angle relative to the camera. With a bit of extra coding, you could easily use that same information to define the direction the light is coming off of the model.

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Posted on 05-17-12 03:30:08 AM Link | Quote
Originally posted by Peardian
the game can already quickly find the "angle" of the light coming off of polygons
It doesn't need to, because it can already find the depth of polygons; with this information, the renderer can blur things depending on their distance from the (virtual) camera. Changing the focus simply requires re-rendering the scene.

You'd still need raytracing to some extent to actually simulate the (real) camera, since it depends on the angle of light reaching every individual sensor in the camera.

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Peardian

  
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Posted on 05-17-12 05:14:32 AM Link | Quote
Originally posted by Joe
It doesn't need to, because it can already find the depth of polygons; with this information, the renderer can blur things depending on their distance from the (virtual) camera. Changing the focus simply requires re-rendering the scene.

Well yeah, I mean of course games can already do Depth of Field and stuff, but that doesn't mean that information would readily be compatible with the software meant for this new type of camera.

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Posted on 05-17-12 05:31:36 PM Link | Quote
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It'd also lack a lot of useful, meaningful details that'd make it worthwhile. Modern game graphics are far too low res for this.

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Posted on 07-13-12 10:25:38 AM (last edited by Bisqwit at 07-13-12 10:25:48 AM) Link | Quote
I agree that data storage requirements are not going to be a factor in the long run.

But this will make the art of focus pullers void! And that can't happen.

(In a similar manner as home cassette recorders, and later CD copiers, robbed performing artists of their work, you know.)
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