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Page 1: Disclaimer - SKKUcg.skku.edu/pub/korean/thesis/2017-joo-thesis.pdfmethod that combine spherical lenses with aspheric lenses. An aspheric lens is composed of different curvatures and

저 시-비 리- 경 지 2.0 한민

는 아래 조건 르는 경 에 한하여 게

l 저 물 복제, 포, 전송, 전시, 공연 송할 수 습니다.

다 과 같 조건 라야 합니다:

l 하는, 저 물 나 포 경 , 저 물에 적 된 허락조건 명확하게 나타내어야 합니다.

l 저 터 허가를 면 러한 조건들 적 되지 않습니다.

저 에 른 리는 내 에 하여 향 지 않습니다.

것 허락규약(Legal Code) 해하 쉽게 약한 것 니다.

Disclaimer

저 시. 하는 원저 를 시하여야 합니다.

비 리. 하는 저 물 리 목적 할 수 없습니다.

경 지. 하는 저 물 개 , 형 또는 가공할 수 없습니다.

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Master’s Thesis

Efficient Bokeh Synthesis with

Ray Tracing through Aspheric Lenses

Hyuntae Joo

Department of Electrical and Computer Engineering

The Graduate School

Sungkyunkwan University

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Efficient Bokeh Synthesis with

Ray Tracing through Aspheric Lenses

Hyuntae Joo

Department of Electrical and Computer Engineering

The Graduate School

Sungkyunkwan University

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Efficient Bokeh Synthesis with

Ray Tracing through Aspheric Lenses

Hyuntae Joo

A Master's Thesis Submitted to the Department of

Electrical and Computer Engineering

and the Graduate School of Sungkyunkwan University

in partial fulfillment of the requirements

for the degree of Master of Science in Engineering

October 2016

Approved by

Professor Sungkil Lee

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This certifies that the master's thesis

of Hyuntae Joo is approved.

Committee Chair :

Committee Member :

Major Advisor:

The Graduate School

Sungkyunkwan University

December 2016

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Contents

List of Tables ················ ii

List of Figures ················ ii

Abstract ················ 1

1. Introduction ················ 2

2. Related Work ················ 5

2.1. Optical Simulation ················ 5

2.2. Ray Tracing of Parametric Surfaces ················ 6

3. Aspheric Lens Model ················ 8

4. Imperfections ················ 10

5. Rendering ················ 13

5.1. Ray-tracing an Aspheric Lens ················ 15

5.2. Fractional Diffraction Synthesis ················ 20

5.3. Anti-Aliased and Spectral Rendering ················ 23

6. Results ················ 24

6.1. Defocus Blur and Lens Flares ················ 31

7. Conclusion and Discussions ················ 37

References ················ 38

Korean Abstract ················ 42

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List of Tables

Table 1. Conic constants of aspheric-lens model ············· 9

Table 2. Performance of bokeh rendering ············· 29

List of Figures

Fig.1. Comparison of spherical and aspheric lens ········ 3

Fig.2. Aspheric curvatures depending on conic constants ········ 9

Fig.3. A fabrication process of aspheric lenses ········ 10

Fig.4. Overall procedure of the virtual grinder ········ 12

Fig.5. Overview of our solution ········ 14

Fig.6. Examples of proxy surfaces ········ 20

Fig.7. Results of fractional Fourier transform according to α ········ 21

Fig.8. Bokeh results using a patented lens system 1 ········ 25

Fig.9. Bokeh results using a patented lens system 2 ········ 26

Fig.10. Bokeh results using a patented lens system 3 ········ 27

Fig.11. Bokeh results using a patented lens system 4 ········ 28

Fig.12. A rendered bokeh result with seven wavelengths ········ 30

Fig.13. An example of defocus-blur rendering ········ 32

Fig.14. An example of defocus-blur rendering ········ 33

Fig.15. An example of defocus-blur rendering ········ 34

Fig.16. Examples of lens-flare rendering ········ 35

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Abstract

Efficient Bokeh Synthesis with

Ray Tracing through Aspheric Lenses

This paper presents an efficient ray tracing method using a parametric

aspheric-lens model. Unlike spherical lenses, there is no simple closed-form

solution of finding intersections between aspheric surfaces and rays. Thus, we

propose a numerical method applying proxy surfaces that cover an aspheric

lens tightly. Our approach using proxy geometry obtain narrow search area

when finding a root and fast convergence with lower-precision floating point

values. Also, we simulate imperfections that occur during a real fabrication

process of aspheric lenses. Patterns of imperfections are generated to a

texture and applied to an aspheric surface. For realistic bokeh effect, we apply

fractional Fourier transform and spectral dispersion to rendered bokeh.

Furthermore, bokeh textures created by our solution can be utilized to

defocus-blur and lens-flare rendering.

Keywords: Aspheric lens, Ray tracing, Imperfections, Bokeh rendering

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1. Introduction

Optical systems have been advanced for a long time, but they are still

imperfect because of mechanical problems [1]. One of the imperfections is

spherical aberration that caused by a structural characteristic of spherical

lenses. When rays that pass through camera lenses converge on a single spot

in a sensor plane, we acquire clear photos. But when rays are dispersed on the

sensor plane, it produces blurred images. Overlapping spherical lenses with

different radii can be a solution of correcting spherical aberrations. However,

an entire camera lens system becomes longer and heavier. Then, it leads

discomfort in carrying the camera. Therefore, camera manufacturers select a

method that combine spherical lenses with aspheric lenses. An aspheric lens is

composed of different curvatures and can’t be expressed as a part of a sphere

like the spherical lens [2]. As shown in Figure 1, the aspheric lens decrease

rays that miss a focus to the sensor. This effect can correct the spherical

aberrations. Using a single aspheric lens achieve similar effect to overlapping

spherical lenses. Thus, it can reduce the number of lenses that belong to a

camera lens.

In this paper, we trace rays through full lens systems including aspheric

lenses. In computer graphics, many researchers have been used simple optical

model like pinhole model for a long time. But, interesting optical effects such

as depth of field or lens flares comes from simulating a full camera lens

system. Additionally, though aspheric lenses become popular in market like a

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smartphones, eyeglasses, and pancake lenses, they have hardly been

investigated in computer graphics. Unlike spherical lenses, parametric

aspheric-lens models are usually nonlinear. Because of the characteristic,

simple solution for finding a root of aspheric surface does not exist.

Accordingly, we choose numerical methods instead of analytical methods to

ray tracing.

Figure 1. The spherical lens (a) focuses on dispersed points, whereas the

aspheric lens (b) focuses on a single point.

We simulate a fabrication process of aspheric lenses. The process

includes grinding and polishing a glass ingot. The lenses produced with that

process does not have a perfect smooth surface. The grinding machine is

elaborate and has been improved. Nevertheless, a few nanometers of errors

occur on the lens surfaces [3]. Marks of the errors are discovered in bokeh

effect. Bokeh is aesthetic patterns that appear in out-of-focus parts of photos.

It plays a crucial role in rendering a realistic view, because it can be found in

many photos, especially in night views. The errors are tiny, but in the bokeh,

they are magnified as a pattern looks like a cross section of an onion. The

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bokeh with the grinding patterns are called onion-ring bokeh [4]. We create

the patterns mimicking the fabrication process of aspheric lenses. The

patterns generated as a normal map are applied to surfaces of aspheric lenses.

The contribution of this paper can be described as follows. We present

an efficient numerical method to trace rays through full lens systems including

aspheric lenses. Also, we propose an aspheric-lens model applying

imperfections in the fabrication process to render realistic bokeh effect.

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2. Related work

2.1. Optical Simulation

Previous work of optical simulation depend on simple optical models [5,

6]. However, many researchers have been taken active interest to a

simulating of full optical systems. Because, realistic effects such as geometric

distortion, defocus blur, and spectral dispersion need the simulating. They

generally utilize formal data sheets that indicate a specification of an optical

system including information of its optical elements. Kolb et al. presented a

crucial approach that acquire geometric precision for distortion and field of

view [7]. Steinert et al. applied Monte-Carlo rendering for adding aberrations

and spectral diversities [8]. Hullin et al. included reflections and anti-

reflective coating of lenses for lens-flare rendering [9]. They obtained

physically faithful results, but their work is limited to finding intersections of

spherical lenses between surfaces. We additionally contain aspheric lenses to

ray tracing for optical systems.

Typically, optical imperfections have two types that intrinsic and

extrinsic imperfections. The intrinsic imperfections contains aberrations and

flares [9, 10]. On the other hand, the extrinsic imperfections occur because of

mechanical manufacturing such as grinding and polishing. Also, they appear on

account of real-world artifacts that is dirt or axis misalignment.

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Spherical aberrations that appear in bokeh are caused by the intrinsic

imperfections and are simulated by ray tracing [11, 12, 13]. There were

attempts for higher performance. Early approach generates bokeh using a

phenomenological model [14]. After that, some study employ efficient filtering

such as polygonal filtering [15], separable filtering [16], low-rank linear

filters [17], or look-up table [18]. However, to render the bokeh, we trace

rays through lens systems that contain aspheric lenses.

Integration with the extrinsic imperfections and ideal parametric model

was not performed smoothly [7, 12, 8, 9, 13]. One proposal was applying

artificial noise for diffraction at the aperture [19, 9]. While, we apply

simulation of real fabrication process of lenses.

2.2. Ray Tracing of Parametric Surfaces

In computer graphics, early approaches contained various parametric

surface types. They can be classified under four heads that are sub-division

[20], algebraic methods [21, 22, 23, 24], Bézier clipping [25, 26], and

numerical techniques [27, 28, 29]. Whereas modern ray tracers focus on

polygonal models [30, 31].

In optics, many researchers addressed intersections for spherical

surfaces, but a few dealt with aspheric surfaces. Approaches for aspheric

lenses covered applying tessellation [32], Delaunay triangles [33], and

Newton-Raphson method [34, 35]. However, tessellation needs too much

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cost to get sufficient precision and Newton-Raphson method is fast but

unreliable in case of some complex surfaces. These disadvantages restrict to

use limited precision like floating point. Whereas our solution depends on

bracketing methods applying pre-computed proxy surfaces that tightly

surrounds an original surface. This method facilitates efficient root finding

with lower precision.

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3. Aspheric Lens Model

We introduce our parametric model of aspheric lenses. Aspheric lenses

are not included in a sphere. And the lenses are constituted by curves that

have different curvatures. Because of the features, the lenses cannot be

expressed as a simple equation of a sphere. So, surfaces of the aspheric

lenses are designed with a complex polynomial. The equation is a traditional

polynomial in optics and defined as follows.

z ⋯ . (1)

In the Equation (1), z is a sagittal profile and is a radial distance on the

optical axis. The equation is composed of a conic section that has in

numerator and a polynomial term that except the conic section [1, 36]. In the

conic section, denotes a radius of a base curvature and is a conic

constant. A shape of base curvature is determined by the conic constant like

Table 1 and Figure 2.

is a coefficient for deformation of curvatures where is always an

even number. The reason for using only even numbers is that graph of the

aspheric surface is symmetric about the optical axis. In this paper, we only

deal with a kind of aspheric lenses that rotationally symmetric. Even though

there are other methods for defining aspheric lenses parametrically, we

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choose the traditional polynomial since the Equation (1) appears frequently in

patents and optical lens design books [38].

Table 1. Types of a curvature determined by conic constants [37].

Conic Constant Curvature Type

1 Hyperboloid

1 Paraboloid

1 0 Prolate Ellipsoid

0 Sphere

0 Oblate Ellipsoid

Figure 2. Examples of aspheric surfaces that have same base curvature with

different conic constant [37].

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4. Imperfections

In a manufacturing process of lenses, there are grinding and molding

methods typically. When large spherical lenses or aspheric lenses are

fabricated, mechanical grinding and polishing process are required [3]. In the

grinding process, a machine that has a spherical tip grinds an ingot of glass

(Figure 3 (a)). And the ingot and the grinder are rotated with fast speed.

After the grinding process is finished, a polishing tool that has the opposite

curvature refines the surface like the Figure 3 (b). Then, the surface becomes

more smooth and a desired shape of lens. During glass molding, glass is

heated to high temperature until a surface of the glass is tender enough to

enter a mold. The mold is also carved like grinding a lens.

Figure 3. Illustrations of fabrication process of aspheric lenses including

grinding (a) and polishing (b).

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However, these fabrication process generate imperfections. A

misalignment between grinder machine and an ingot cause errors. Because of

the imperfect feature, a few nanometers of errors occur in grinding process.

The grinding machine is advanced elaborately, but it is not perfect yet. Even

though the errors are small, they are exaggerated in optical effects like bokeh.

The bokeh with errors have patterns similar to a cross section of an onion.

To render the onion-ring bokeh, we implement a virtual grinder that

mimic a result of the real fabrication process. The process of the virtual

grinder is described in Figure 4. The grinding patterns are generated with 50

to 120 of circles that have different radii. The radii of circles decreases

gradually from the outside to the center. Each of circles are drawn with low-

frequency jittering to describe the swinging. Then, the ring patterns are

created by overlapping the circles. To simulate general imperfections, we

apply a white noise to the patterns. These data are expressed as a height map.

While using a camera, an inside lens can be covered with some dust or

fungus. These problems affect to image quality and show as stains in an image.

They also stick out in the real bokeh photos. We store textures of dust

patterns in advance and merge the textures with the height map. Lastly, the

height map is converted to a normal map. The normal map is loaded when we

trace rays through aspheric lenses. It affects to a direction of refracted rays

and occurs grinding patterns. Although the grinding patterns are discovered in

a surface of a spherical lens, we apply the normal map to an aspheric lens only

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because the patterns on the aspheric lens is common. All these processes are

executed in offline preprocessing.

Figure 4. Overall procedure of simulating grinding patterns generated during

the fabrication process (Images are exaggerated for clear visualization).

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5. Rendering

We simulate the bokeh with applying forward ray tracing through an

optical system. An overview of our system is illustrated in Figure 5. A light

source is defined as an arbitrary point and a direction and a position of that

can be changed by a user’s control. The rays that started from the light

source spread with a radial pattern. The number of rays are determined by a

size of a virtual plane that exists in front of the outermost lens from the

sensor plane. Each of pixels of the virtual plane are considered as a starting

position of a ray. When rays encounter each of optical elements, different

procedures are used. To create effect that an aperture operates in a real

camera lens, we utilize pre-defined polygonal textures. When a ray

encounters the aperture, we check whether a position of the ray is inside a

polygon or not. If the ray departs from the bound, we stop a progress of the

ray and ignore. Whereas, in case of a spherical lens, we find intersections

between the rays and a sphere that can express the lens. And then, a direction

of the rays are decided by a refractive index in a datasheet of the optical

system. After the rays pass all the lenses and hit the sensor plane, we

accumulate irradiance of these using additive alpha blending.

We apply the normal maps that mentioned before to describe

imperfections. A normal map is loaded when a ray encounter an aspheric lens.

Once a ray tracer finds an intersection between the ray and the aspheric lens,

we get a normal vector using texture lookup in the intersected position. The

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normal vector affected a direction of refraction to jitter the ray. The jittered

rays derive ring patterns to bokeh that called onion-ring bokeh.

Figure 5. Overview of the rendering pipeline of our solution.

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5.1. Ray-tracing an Aspheric Lens

To trace rays through aspheric lenses, we need to find intersections

between the rays and an aspheric lens. In short, the ray tracing is a process of

finding an intersection between a curvature and a line iteratively. If the

curvature is expressed as simple equation, the process becomes simple.

However, in a particular case, the procedure of looking for intersections is

complicated. As mentioned before, the aspheric lens model is expressed as a

polynomial expression that is composed of various coefficients. Also, the

maximum order of the polynomial is not fixed. Because the last part of

polynomial in the Equation (1) can be changed by a shape of an aspheric lens.

Usually, the polynomial term is composed of 4 or 5 coefficients in patents of

lens systems including aspheric lenses. But there is no simple closed-form

solutions for a polynomial that has coefficients of the order of 8 or 10. Thus,

we choose numerical methods instead of analytical methods.

An explicit definition like Equation (1) is uncomfortable to apply

numerical methods for finding a root. So, we reformulate the equation to an

implicit definition. A result of the equation means a height information of an

aspheric lens on the optical axis (z-axis). The equation is defined in radial

coordinate r , whereas an intersection of a ray is defined in Cartesian

coordinate [1]. For an arbitrary 3D point v , , , the Cartesian

coordinates and can be converted to the radial coordinate using the

Equation (2) and then, corresponds to .

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(2)

The implicit definition of the equation that is the explicit definition is defined

as the Equation (3).

v z (3)

When we reformulate the explicit representation to the implicit representation,

we can use properties that

v 0, visbelowthesurface,

v 0, visonthesurface,

v 0, visabovethesurface.

With the properties, a process of checking a relative position between

surfaces becomes quicker and easier.

In the numerical methods, a derivative-based method and a bracketing-

based method are representative. The derivative-based method is faster than

the bracketing-based method when it converges to a root. However, the

derivative-based method occasionally diverges from the root. Because of the

feature, the derivative-based method is relatively unreliable. And when the

method utilizes a tangent line to step forward in a process of root finding, it

requires to evaluate gradients that need a double precision computing. But the

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double precision in GPU computing is critical to performance. On the other

hand, the bracketing-based method guarantees finding a root. Also, it does not

require the evaluating process and float precision is enough to compute in a

process of the method. Thus, the bracketing-based method is suitable to GPU

computing.

The bracketing-based method assumes that there is a root between two

initial brackets. And function values of the two initial brackets have different

signs. For example, arbitrary point P and Q need to satisfy either P 0

and Q 0 or P 0 and Q 0. A bisection method is a most simple

method in the bracketing-based method. The bisection method starts with two

brackets point A and point B. Then, the method finds the middle point (on x-

axis) C between the brackets. If a sign of a function value C is minus, the

point C becomes point A . Otherwise, the point C becomes point B . The

process is repeated until the function value C becomes zero or is small

enough to satisfy a tolerance condition. When each loop is proceeded, an

interval between two brackets decreases to half. The property implies that we

can compute the number of iterations in advance using the Equation (4).

n log , (4)

where ϵ is an interval between two initial brackets, and ϵ is a tolerance

error number.

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The bisection method always finds a root, but converges slowly. To

reduce the disadvantage, we select a false position method [39] instead of the

bisection method. The false position method starts with two brackets like the

bisection method because it is also included in a one kind of the bracketing-

based method. The method is combined with the bisection method and a

secant method. Similarly to the bisection method, the method uses initial

brackets with and given a continuous function . In addition, the

method has a feature of the secant method that uses a line crosses the axis.

At a processing step of , we get

. (5)

In the Equation (5), if function values and have the same sign,

then the method set and . Otherwise, and

. This process is repeated until becomes zero or is small enough to

satisfy a tolerance condition. We set the tolerance condition as 10 . The

process is conducted in YZ plane. The reason that we can ignore the x-

axis is that the aspheric lens model is rotationally symmetric.

The false position method needs two initial brackets to start the process.

The brackets have any positions on the optical axis, but we use virtual proxies

to decide proper positions. Because, the closer an interval between the two

brackets, the smaller the number of iteration that need for finding an

intersection. In other words, the initial positions of brackets have great impact

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on efficiency of the method. The virtual proxies are spherical surfaces that

surround an aspheric lens from both sides on the optical axis. We select the

spherical surfaces as they have analytical method for finding an intersection

with a ray. The proxies are defined by a radius and a position on the optical

axis of an aspheric lens using a data sheet (Many patents include a data sheet

of optical system that indicates a distance from the optical axis to lens tube as

and distances between optical elements). At first, a virtual spherical

surface starts at a position of an aspheric lens on the optical axis. Then, we

move the position toward a sensor plane gradually checking whether there is

intersections between an aspheric lens and a proxy surface or not. If there are

no intersections, it means the proxies surround the aspheric lens completely.

Then, we save the position and the radius of the surface. This process is also

applied moving toward an opposite direction of the sensor plane. We can

employ tight proxies like red lines in Figure 6 (a), because most of an

aspheric lens is based on spherical lenses. In case of an odd aspheric lens in

Figure 6 (b), we use line surfaces that offer a tighter interval than spherical

proxies.

These finding the virtual proxies for each of aspheric lenses is

proceeded in the offline preprocessing. When we trace rays in the online

rendering, we load the pre-computed virtual proxies for each of aspheric

lenses. We can find an intersection 2 or 3 iteration with the false position

method using proxy surfaces.

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Figure 6. Illustrations of spherical (a) and line (b) types of proxy surfaces

(red line) for aspheric surfaces (bold black line).

5.2. Fractional Diffraction Synthesis

When rays pass through an aperture, ringing patterns appear at edge of

that. This effect is crucial for realistic bokeh rendering. The ringing is known

to be caused by near-field Fresnel diffraction [40]. The Fresnel diffraction

can be formulated to a fractional Fourier transform (FrFT) [41]. The FrFT

partially transforms spatial domain to frequency domain. Like Figure 7, a

fractional order α of the FrFT controls the amount of transition to the full

Fourier Transform (FT).

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Figure 7. The output of fractional Fourier transform depending on α ∈ 0,1 . If

α 0, the output of equals to original signal . And if α 1, the

result is same with full Fourier transform of .

The FrFT of a signal is formulated as

, , (6)

where a kernel function , is

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, 1 cot / . (7)

As done in previous work [42, 9] we implement the FrFT on the GPU

instead of CPU. The phase component of Equation (7) shift much faster than

FT. To prevent aliasing problem, this characteristic needs a denser sampling.

Previous implementations utilized fast Fourier transform (FFT), but the

method is slow and requires considerable zero padding. Because the zero

padding could not fit into GPU memory, we opt for a direct discrete sampling

approach. Although this approach has limitations such as non-unitary and

irreversible [43], it is suitable to GPU memory. Especially, we can use

bilinear interpolation provided by default in GPU instead of explicit upscaling.

With this solution, performance can be raised and we can improve the critical

bottleneck of our pipeline.

We choose the fractional order α experimentally. Values that give

plausible results generally exist in an interval 0.1, 0.2 . The specific value is

determined by experiments about each of lens systems. Computation of an

accurate and efficient α is defined conceptually [41]. Nonetheless, it is still

crucial challenge. We need to evaluate αs for each of objects and compose

FrFT results of different αs. Therefore for multi-lens systems, each bounce

when the aperture is traversed necessitate an auditory evaluation of FrFT. We

suggest to choose α empirically, since the results are not that different

visually.

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5.3. Anti-Aliased and Spectral Rendering

We employ similar method that presented by Hullin et al. [9] to reduce

aliasing problem. When rays hit the sensor plane, we rasterize triangles that

created by three rays of them with interpolation. Also, multisample anti-

aliasing (MSAA) is applied to the result. Furthermore, we use various

refractive indices according to the wavelengths [9, 8] for spectral rendering.

We trace rays a lens system using the indices respectively and accumulate the

results.

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6. Results

We implemented our system using OpenGL API on an Intel Core i7

machine with NIVIDIA GTX 980 Ti. A display resolution is 1024 1024. We

select four patented lens systems that include one or more aspheric surfaces

for experiments. As shown in the Figure 8 to 11, results are consisted of an

illustration of cross section of lens system, a used normal map, and two

rendered bokeh effects. The number in the top of the illustrations is an issue

number of a patent in United States. We utilize the first example of each of

patents to experiments. In the illustrations, aspheric surfaces are marked as

red-colored bold lines. Other surfaces that marked as blue-colored lines are

spherical surfaces. The yellow element is an entrance plane and the green

element is a sensor plane. The described normal maps are exaggerated for

legibility. They applied to only aspheric surfaces because mechanical

imperfections during the fabrication process are found mostly in aspheric

lenses. The rendered bokeh effects in a single wavelength are displayed as

two parts. The bokeh that is located on the left is captured when rays enter

into the lens system parallel to the optical axis. The right one is captured

when rays enter obliquely. The specific number of α coefficient that used in

the FrFT is indicated in the results. After applying our entire rendering

solution, we generate realistic bokeh effects that have onion-ring patterns,

dusts, and ringing edges appearing in real photos.

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Figure 8. Illustration of patented lens system 1 (yellow, red, and green

elements describe the entrance plane, aspheric surfaces, and the sensor

plane), the normal map (exaggerated for illustration purposes), and their

bokeh results in a single wavelength.

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Figure 9. Illustration of patented lens system 2, the normal map, and their

bokeh results.

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Figure 10. Illustration of patented lens system 3, the normal map, and their

bokeh results.

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Figure 11. Illustration of patented lens system 4 that has a hexagonal aperture,

the normal map, and their bokeh results.

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Our system render the bokeh with two processing. In the offline

preprocessing, for aspheric lenses, the virtual grinder generate the normal

maps and virtual proxies are created on the CPU. After that, in the online

rendering, ray tracing through lens system, rasterization on the sensor plane,

and the FrFT for ringing edges are performed on the GPU. The offline stage is

light-weight requiring only 60 ms on average about all the lens system shown

in the Figure 8. Table 2 shows performance of the online stage using entrance

plane with 5122 and 10242 resolutions that is the number of rays. The time of

ray tracing and rasterization is linearly increased by the complexity of lens

systems and the number of rays. The performance is measured when we

render the bokeh with a single wavelength.

Table 2. Performance of bokeh rendering measured in frame time (ms) for the

four lens systems with respect to the resolutions that is the number of rays.

System ID Ray tracing Rasterization FrFT

5122 10242 5122 10242 5122 10242

1 0.77 2.43 0.26 0.59 26.93 199.14

2 1.14 3.97 0.43 0.79 28.04 202.30

3 0.87 2.76 0.24 0.59 27.18 202.11

4 0.65 2.10 0.29 0.62 27.17 201.18

Our algorithm can apply to real-time rendering even when we transform

with FrFT. As shown in the Table 2, the FrFT is the most crucial bottleneck,

but still 20 times faster than existing Matlab implementation which needs 2.8 s

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at a 10242 resolution. For dispersion, we should repeat the overall processing

for each of wavelengths. Then, the performance decrease linearly depending

on the number of spectral samples. When we compute with seven wavelengths,

it takes about 1.5 s at a 10242 resolution and the Figure 12 is the results.

Figure 12. The rendered bokeh textures with seven wavelengths

corresponding to each of the patented lens systems.

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6.1. Defocus Blur and Lens Flares

Similarly to previous work, our solution can be utilized for computing

defocus blur and lens flares. Even if our efficient ray tracing is applied, full

defocus-blur and lens-flare rendering would require a heavy cost about

computing time. As an alternative, we offer a method that uses a pre-

generated bokeh texture. With the method, we can simplify the rendering on

entire scenes.

Figure 13 to 15 illustrates an example of thin-lens depth-of-field blur

using accumulation buffering [44] in combination with a pre-defined bokeh

texture. We used a 5122 resolution in the figure, but a 2562 resolution suffices

in practice. The accumulation buffering needs 100 s for 2562 samples, though

a single sample only takes 1.5 ms. This problem can be solved with choosing

faster methods [45, 11] instead of that.

As the defocus-blur rendering, lens-flare rendering can be

approximated. Real-time lens-flare rendering typically uses the same type of

pre-computed textures, which illustrates the light rays traversing the

aperture. We used lens-flare rendering solution based on the paraxial

approximation [10]. In Figure 16 to 18, there are examples of that employing

the textures.

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Figure 13. An example of defocus-blur rendering [44] that our bokeh texture

is applied to the Christmas Tree model provided through the cgaxis.com.

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Figure 14. An example of defocus-blur rendering [44] that our bokeh texture

is applied to Lucy model provided through Stanford 3D scanning repository.

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Figure 15. An example of defocus-blur rendering [44] that our bokeh texture

is applied to City model.

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Figure 16. Examples of sprite-based lens-flare rendering [10] using bokeh

textures generated with our solution.

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7. Conclusion and Discussions

We presented an efficient numerical aspheric-lens intersection method.

Our solution deal with a parametric aspheric-lens model including

imperfections. The imperfections are implemented by virtual grinder that

mimic a real fabrication process of aspheric lenses. These lead to realistic

bokeh effect containing onion-ring patterns that can be found in real bokeh

photos. With pre-computed bokeh texture, we can apply to real-time

defocus-blur and lens-flare rendering. So, we expect that our system can be

utilized actively to rendering a realistic view that has bokeh in various

applications. Moreover, the proposed ray tracing model can render not only

bokeh but also other optical effects, so that it can be widely used in optical

simulation.

In a real-time application, defocus-blur rendering has limitation,

because strong highlights of defocus-blur examples need many lens samples.

In our case, we had 5122 samples which restrict real-time performance. For

real-time purpose, we can use polygonal beam tracing and adding

imperfections in a post process.

Even though our virtual grinder can generate realistic bokeh patterns,

applying real parameters of errors in fabrication process would be future work.

Additionally, results reflected the parameters from real photos would be

interesting.

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논문요약

비구면 렌즈의 광선추적을 이용한 보케 생성 기법

성균관대학교

전자전기컴퓨터공학과

주 현 태

본 논문에서는 매개변수를 통한 비구면 렌즈 모델을 이용한 효율적인

광선추적기법을 제시한다. 구면 렌즈와는 달리, 비구면 표면과 광선 사이의

교차점을 찾는 간단한 닫힌 형태의 해법이 존재하지 않는다. 이러한 특징 때문에

우리는 비구면 표면에 가깝게 둘러싸는 대리 표면을 이용하는 수치해석적 방법을

제안한다. 대리 기하학적 구조를 이용하는 우리의 접근법은 해를 찾을 때 좁은

탐색 영역과 낮은 정확도를 가진 플로팅 포인트 값으로도 빠르게 수렴하는 효과를

얻을 수 있다. 또한, 우리는 비구면 렌즈를 생산하는 실제 과정에서 발생하는

불완전성을 시뮬레이션한다. 불완전성의 패턴들은 텍스쳐로 만들어지며 비구면

표면에 적용된다. 우리는 부분 푸리에 변환과 스펙트럼의 확산을 보케 효과에 더해,

사실적인 보케 렌더링을 수행했다. 더 나아가, 우리의 방법으로 만들어진 보케

텍스쳐는 디포커스 블러와 렌즈 플레어 렌더링에 활용할 수 있다.

주제어: 비구면 렌즈, 광선추적기법, 불완전성, 보케 렌더링

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