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Panoramic imaging
Camera projections
Recall the plenoptic function:
I ( x, y, z, ϕ, θ, λ, t )
At any point x, y, z in space, there is a full sphere of possible incidence directions ϕ, θ , covered
by 0 ≤ ϕ ≤ 2π , 0 ≤ θ ≤ π . A regular camera captures the incident rays from some region around
a “forward” direction, and projects these directions onto rectilinear image coordinates ( u, v ) in
the image plane by a linear perspective projection, or something reasonably close. This type of
projection limits the field of view to strictly less than 180 degrees. Most cameras in fact have a
field of view (FOV) that is only around 45 degrees. A lens with a field of view of 90 degrees is
considered a very wide angle lens. The planar perspective projection is in fact unsuitable for
wide angles. Objects at the image edges are projected in a very oblique direction towards the
plane, and will have their proportions heavily distorted. A projection with a FOV close to 180
degrees will spend most of its pixels for objects at the extreme edge of the view, whereas the
important parts of the image are most probably in the middle.
The scene from above (the
small black object in the middle marks the camera position
for the following views)
45 degrees FOV
(normal view)
90 degrees FOV
(very wide angle view)
150 degrees FOV (extreme)
170 degrees FOV (strange)
175 degrees FOV (useless)
Figure 1: Planar perspective projections with increasing field of view
For very wide angle lenses, the planar projection is abandoned in favor of the fisheye projection.
A fisheye projection is a projection through a projection reference point, just like the planar perspective projection, but it is performed against a sphere instead of a plane. The projection reference point is at the center of the sphere. The surface of the sphere is then mapped to a planar
image, oftan so that the angle of incidence is mapped linearly to the radial distance to the image
center. Fisheye projections can have a very large field of view, 180 degrees or even more. The
projection as such lends itself to a full 360 degrees field of view, even though it is difficult to
design actual lenses with a FOV significantly larger than 180 degrees.
Figure 2: A fisheye projection with 180 degrees FOV
Panorama mappings
There are of course infinitely many ways of mapping from ( ϕ, θ ) to ( u, v ) when recording an
image. Planar perspective projection and fisheye projection are just two examples. The planar
perspective projection happens to be practical for most applications, and when it is inappropriate, the fisheye mapping will often do the job. Other mappings can be useful, though. In particular, it is sometimes desirable to capture image data in every possible direction from one single
point of view.
An image with a full 360 degrees field of view is called a panoramic image, or a panorama.
Recording and storing such images presents a mapping problem. All image recording and storage media that exist today are essentially flat. Digital images are perhaps not flat in the normal
sense of the word, but they are two-dimensional data structures with an equidistant rectilinear
mapping of ( u, v ) image position to pixel coordinates, which really implies a flat image. The
mapping for a panorama can be chosen in a number of different ways. The probem is equivalent
to the cartographic problem of making a flat map of the whole Earth. Perhaps the most straightforward mapping is to map ( ϕ, θ ) directly onto ( u, v ) . This is called a spherical mapping. Another option is to exclude the top and bottom parts of the sphere and project the remainder
against a cylinder. Such an image is called a cylindrical mapping. A third possibility is to map
the environment sphere onto the six faces of a cube, and store the panorama as six square images. Quite logically, this mapping is called a cubical mapping. Each of these three mappings have
their benefits.
Figure 3: Common panorama mappings. From top to bottom: spherical, cylindrical, cubical.
Other mappings exist. One relatively convenient way of storing a panorama would be to store
two 180 degree fisheye images, each covering one hemisphere. It is also possible to use a fisheye mapping extended to 360 degrees field of view. Such mappings are irregular and highly
non-uniform, but they are sometimes used for environment maps, and recently also for image
based lighting. The light probe mapping described and used by Debevec et al [http://www.debevec.org] is in fact a 360 degree fisheye projection, and the dual paraboloid environment mapping described by Heidrich and Seidel [http://www.cs.ubc.ca/~heidrich/Papers/index.html] is a
kind of dual fisheye projection.
Panorama remappings
One of the advantages with digital images over traditional image media is that they can easily
be non-uniformly spatially resampled (warped) in a totally arbitrary manner. It is therefore possible to remap panoramas from one particular projection to any other projection, but some caution is advisable, because the resampling might throw away significant amounts of data.
Different panorama mappings have different sampling densities, and because there is simply no
way of making a perfectly uniform mapping from the surface of a sphere to a plane, the sampling density will always vary somewhat over the panoramic image. Converting a panorama
from one mapping to another means resampling an image from one irregular, curvilinear coordinate system to another, which is a lot more tricky than resampling between regular, rectilinear
coordinate systems. When dealing with panoramas, it is even more important than with regular
images to use a higher resolution for the input image than the final output image, and to avoid
repeated remapping operations. Using software with a good resampling algorithm can make a
big difference. Commercial image editing tools are often insufficient. A very high quality resampling package is Panorama Tools by Helmut Dersch [http://www.fh-furtwangen.de/~dersch/]. It is free, and it is designed for tricky panoramic remappings.
Panorama acquisition
Panoramic images are not a new invention. Panorama cameras have been available since at least
the beginning of the 20th century, even though they have never had a big market. There are several different principles for acquiring a panorama image. Which one is best depends heavily on
the application. Each of the methods presented below has its its own merits.
Scanning panorama cameras
Classic panorama cameras, and some modern digital versions as well, operate by the scanning
slit principle. The shutter opening of the camera is a vertical slit, the camera rotates on a tripod
during the exposure, and the film is fed past the slit with a speed that matches the translation of
the scene as a result of the camera rotation. The width of the slit can be adjusted to change the
aperture. Scanning slit panoramic cameras use standard film, and capture a 360 degree panorama horizontally on a wide film strip. Their vertical field of view, however, is comparable to
a regular camera and therefore significantly less than 180 degrees. The panoramas obtained in
this manner are cylindrical panoramas. Scanning slit cameras can also capture panoramas with
less than 360 degrees horizontal field of view, simply by stopping before one full turn is completed.
One-shot, single view panorama cameras
It is possible to design optical systems that directly capture the full environment sphere. A fisheye lens with a 360 degrees field of view is impossible to build, but by using curved mirrors a
360 degrees field of view can be achieved.
The simplest setup uses a reflective sphere. An image of a reflective sphere contains direct reflections from all (or at least most) incidence directions. Such images can be used straight off
for panoramas, but their bad sampling uniformity makes it advisable to remap them before storage. A reflective sphere image may be remapped to a 360 degree fisheye projection by a resampling in the radial direction.
Figure 4: An image of a reflective sphere. Background masked black for clarity.
One-shot, multi-view panorama cameras
Another way of designing a camera that captures a panorama in a single shot is to use multiple
lenses and acquire images from all lenses simultaneously, either by using multiple cameras, or
by using mirrors or prisms to combine images from several lenses in a a single frame. Two 180
degree fisheye images are enough to cover an entire sphere, but many fisheye lenses have problems with the image quality towards the eges, with significant defocus, color aberration, flare
and light falloff. For better image quality, four fisheye lenses in a tetrahedral configuration can
be used, but that of course requires twice as much hardware. A cubical panorama can be aquired
by six cameras facing front, back, left, right, up and down, each with a 90 degree field of view.
90 degrees FOV is an unusually wide angle lens which is not readily available as inexpensive
standard equipment, but such lenses do exist.
A problem which becomes apparent with single-shot panoramas is that a photographer cannot
hold the camera, or even be near it, without being in clear view in the shot. This can be solved
either by remote control or a timer release. The camera mount will still present a problem,
though. Sometimes it is OK to leave it in the image, other times some manual retouching of the
image might be required. Scanning or multi-shot panorama acquisition methods make it easier
to keep the photographer and the camera mount out of view.
Panoramic movie cameras
One-shot panorama cameras (single- or multi-view) can of course capture movies instead of still
images. Panoramic film or video sequences have found some applications, and a couple of
panorama video systems are on the market.
Multi-shot panoramas
Instead of acquiring several images at once, a single camera can be used to capture each part of
a panorama in sequence. A 180 degree fisheye lens ideally requires only two shots, even though
three or four might be needed to better avoid edge problems. A fisheye lens makes the method
quite covenient, but even a regular planar projection lens with a smaller field of view can be
used, along with a good tripod mount, to capture a dozen or more images in different directions.
It takes some cutting and pasting to combine the images to a panorama, but it requires no special
camera equipment. Furthermore, the image quality is excellent, because the method uses many
high quality source images, each with a very uniform sampling. The recombination of several
images to a panorama is called stitching. Software tools exist to assist panorama photographers
in stitching, and even make the process more or less automatic.
Figure 5: Unfinished stitched panorama (6 images placed, each with 45 degrees FOV)
One disadvantage of stitching, apart from that it is cumbersome, is that the images are not taken
simultaneously. If the scene changes or the light conditions change while the images are acquired, there will be problems stitching them together to a consistent panorama. Effects from
strong onlight, such as glare and lens flare, will also present a problem, since glare and flare will
only appear in images where a light source is visible, and not in adjacent images in the sequence.
Panorama viewers
A panorama can be viewed in two quite different ways. Either the entire panorama is displayed
on a surface that encloses the viewer, and lets him or her look around freely. This method is suitable for large audiences, but it requires expensive display equipment and a lot of open space. A
more common method is to use an interactive computer program to remap part of the panorama
to a planar perspective projection with a smaller field of view, and giving the user control over
the direction of view, and possibly also the field of view. This gives the viewer an impression
of being in a scene and looking around with a camera, which is often enough to invoke a sense
of immersion.
Remapping a panoramic projection to a planar perspective projection is not a simple operation,
and an image contains a lot of data. It is in fact not until recently that computers have been able
to handle that kind of heavy computations with a reasonable speed and sufficient image quality.
The recent development of inexpensive 3-D graphics accelerators also presents an alternative
mapping method: the panorama can be placed as a texture on the inside of a three-dimensional
shape that matches the panorama projection (a sphere, a cylinder or a cube), and the viewing
can then be taken care of by a hardware accelerated rendering of the view from a virtual camera
placed at the center. Cubical panoramas are particularly suitable for this, because their projection fits nicely into today’s polygon and texture rendering pipelines.
Commercial applications
There are actually not that many commercial applications for panoramic images, but now that
computers are able to handle them more easily and with high quality, we will probably see more
of it in the near future.
A few computer games using panoramic images have been released over the years, the most recent one being Myst III: Exile. In Exile, the panorama viewer is enhanced to simulate glare, and
parts of the scene are moving, which gives a very immersive and compelling effect.
For quite a few years by now, Apple Computers [www.apple.com] has been one of the leaders
in the development of panoramic imaging with their software Quicktime VR. They deserve a
mention for providing reasonably open standards, while some others have been trying to market
their software as secret magic. A particularly sad mix of marketing hype, prohibitively expensive software licensing and repeated and dubious attacks on free software developers comes
from the company IPIX [www.ipix.com]. Their products are not bad, but they have made a lot
of enemies over the years.
As panoramic imaging becomes more commonplace, it will be easier for companies to make a
living on selling their products, but right now, commercial panoramic imaging is a struggle between only a few actors for shares of a too small market.
Stefan Gustavson, 2002-01-22