[PDF] Realistic Lens Distortion Rendering





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What is OpenCV calibration?

    The calibration allows you to remove the distortion inherent in the camera and determine the relationship between the camera’s natural units (pixels) and the real world units (for example millimeters). There are two primary types of distortion that OpenCV accounts for; radial and tangential.

How to distort an image in OpenCV?

    OpenCV doesn't provide distort function for image, but you can implement one by yourself. All you need are: Intrinsic params (camera matrix and distortion coefficients) and size of the distorted image. Denoted as cam_mtx, dis_cef, and image_size. Intrinsic params (camera matrix) and size of the undistorted image.

Which distortion models are used in global camera calibration?

    For example, direct distortion models are used in global camera calibration [29], [32], [17], [30]. Yet, in most plumb-line methods [3], [9], [1], [2], [25], [23], [22], [6] or some pattern-free methods [26], [31], [10], [19], [28], [7], [21], [4], [16], the very same radial correction models are used without any fuss to inverse the distortion.

How is distortion calibrated in LensFun?

    In Lensfun, the distortion is calibrated with some prede?ned models (see Table II), based on the matching points between two images taken by the same camera on the same focal length.4The ?nal calibrated distortion models in Lensfun are represented in the normalized image domain [ 1:0;+1:0] [ 1:0;+1:0]5.

Realistic Lens Distortion Rendering

Martin Lambers

Computer Graphics Group

University of Siegen

Hoelderlinstrasse 3

57076 Siegen

martin.lambers@ uni-siegen.deHendrik Sommerhoff

Computer Graphics Group

University of Siegen

Hoelderlinstrasse 3

57076 Siegen

hendrik.sommerhoff@ student.uni-siegen.deAndreas Kolb

Computer Graphics Group

University of Siegen

Hoelderlinstrasse 3

57076 Siegen

andreas.kolb@ uni-siegen.de

ABSTRACT

Rendering images with lens distortion that matches real cameras requires a camera model that allows calibration

of relevant parameters based on real imagery. This requirement is not fulfilled for camera models typically used in

the field of Computer Graphics.

In this paper, we present two approaches to integrate realistic lens distortions effects into any graphics pipeline.

Both approaches are based on the most widely used camera model in Computer Vision, and thus can reproduce the

behavior of real calibrated cameras.

The advantages and drawbacks of the two approaches are compared, and both are verified by recovering rendering

parameters through a calibration performed on rendered images.

Keywords

Lens distortion, Camera calibration, Camera model, OpenCV

1 INTRODUCTION

In Computer Graphics, the prevalent camera model is the pinhole camera model, which is free of distortions and other detrimental effects. Real world cameras, on the other hand, use lens systems that lead to a variety of effects not covered by the pinhole model, includ- ing depth of field, chromatic aberration, and distortions.

This paper focusses on the latter.

In Computer Vision, distortions must be taken into ac- count during 3D scene analysis. A variety of camera models have been suggested to model the relevant ef- fects; Sturm et al. [1] give an overview. The dominant model in practical use is a polynomial model based on mented in the most widely used Computer Vision soft- ware packages: OpenCV [5] and Matlab/Simulink [6]. In the following, we refer to this camera model as the standard model. Typical Computer Vision applica- tions estimate the distortion parameters of the standard model for their camera system in a calibration step, and then undistort the input images accordingly before us- ing them in further processing stages. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or re- publish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.For a variety of applications, including analysis-by- synthesistechniques[7], sensorsimulation[8], andspe- cial effects in films [9], it is useful to apply the reverse process, i.e. to synthesize images that exhibit realis- tic distortions by applying a camera model. Using the standard model for this purpose has the advantage that model parameters of existing calibrated cameras can be used directly, with immediate practical benefit to all ap- plication areas mentioned above. In this paper, we present and compare two ways of inte- grating realistic distortions based on the standard cam- era model into graphics pipelines. One is based on preprocessing the geometry, and the other is based on postprocessing generated images. We show that both methods have unique advantages and limitations, and the choice of method therefore depends on the applica- tion. We verify both approaches by showing that stan- dard model calibration applied to synthesized images recovers the distortion parameters with high accuracy.

2 RELATED WORK

In Computer Graphics, camera models that are more

realistic than the pinhole model are typically based on a geometric description of the lens system that is then integrated into ray tracing pipelines [10, 11]. This ap- proach is of limited use if the goal is to render im- ages that match the characteristics of an existing cam- era, as suitable parameters cannot be derived automat- ically. Furthermore, this approach excludes rasteriza- tion pipelines, which is problematic for applications that benefit from fast image generation.ISSN 2464-4617(print) ISSN 2464-4625(CD) Computer Science Research Notes

CSRN 2803Poster's Proceedings

http://www.WSCG.eu27ISBN 978-80-86943-42-8https://doi.org/10.24132/CSRN.2018.2803.4 In contrast, using a Computer Vision camera model al- lows to apply parameters obtained by calibrating a real camera and, as shown in Sec. 3, can be done in any graphics pipeline. Sturm et al. [1] give an overview of camera models in Computer Vision. Most models account for radial dis- tortion (e.g. barrel and pincushion distortion, caused by stronger bending of light rays near the edges of a lens than at its optical center) and tangential distortion (caused by imperfect parallelism between lens and im- age plane). Some also account for thin prism distortion (caused by a slightly decentered lens, modeled via an orientedthinprism infrontofa perfectlycenteredlens), and tilted sensor distortion (caused by a rotation of the image plane around the optical axis). The complete formulas for the standard model [5] com- pute distorted pixel coordinates from undistorted pixel coordinates and use parametersk1;:::;k6for radial dis- tortion,p1p2for tangential distortion,s1;:::;s4for thin prism distortion, andt1;t2for tilted sensor distortion. In practice, thin prism distortion and tilted sensor distortion are usually ignored, and radial distortion is limited to two or at maximum three parameters (the others are assumed to be zero). This is documented by the fact that the calibration functions of OpenCV 1 and Matlab/Simulink

2estimate only the parameters

k

1;k2;p1;p2and optionallyk3by default.

In the following, we focus on the standard camera

model of Computer Vision, and apply it to arbitrary rendering pipelines via either geometry preprocessing or image postprocessing.

3 METHOD

We first summarize the standard model in Sec. 3.1, fo- cussing on the aspects relevant for this paper and incor- porating its intrinsic camera parameters into the projec- tion matrix of a pinhole camera model. On this basis, simulating lens distortion can be done in one of two ways:

Bypreprocessing geometry. In this approach, each

vertex of the input geometry is manipulated such that its position in image space after rendering cor- responds to a distorted image.

Bypostprocessing images. In this approach, an

undistorted image is rendered based on the pinhole cameramodel, and distortedinapostprocessing step based on the standard model. These approaches are described in detail in the Sec. 3.2 and Sec. 3.3.1 https://docs.opencv.org/3.4.0/dc/dbb/ tutorial_py_calibration.html

2https://mathworks.com/help/vision/ug/

camera-calibration.html1vec4 clipCoord = P*position;2vec2 ndcCoord = clipCoord.xy / clipCoord.w;3vec2 pixelCoord = vec2(4(ndcCoord.x*0.5 + 0.5)*w,5(0.5 - ndcCoord.y*0.5)*h);6// apply the standard model to pixelCoord7ndcCoord.x = (pixelCoord.x / w)*2.0 - 1.0;8ndcCoord.y = 1.0 - (pixelCoord.y / h)*2.0;9clipCoord.xy = ndcCoord*clipCoord.w;Algorithm 1: GLSL code fragment for applying the

standard model in the vertex shader.

3.1 The Standard Model

The standard model, reduced to the part that is rele- vant in this discussion, has the following parameters: the camera intrinsic parameters, consisting of the prin- cipal pointcx;cyand the focal lengthsfx;fy(both in pixel units), the radial distortion parametersk1;k2, and the tangential distortion parametersp1;p2. The model computes distorted pixel coordinatesu;vfrom undis- torted pixel coordinatesx;yby first computing normal- ized image coordinatess;twith distancerto the prin- cipal point, applying the distortion, and then reverting the normalization [5]: s=xcxf x t=ycyf y r

2=s2+t2

d=1+k1r2+k2r4 u= (sd+(2p1st+p2(r2+2s2)))fx+cx v= (td+(p1(r2+2t2)+2p2st))fy+cy(1) Here, the undistorted pixel coordinatesx;yare equiv- alent to pixel coordinates generated with the pinhole camera model of a standard graphics pipeline when the camera intrinsic parameterscx;cy;fx;fyare accounted for in the projection matrix. This matrix is typically de- fined by a viewing frustum given by the clipping plane coordinatesl;r;b;tfor the left, right, bottom, and top plane. These values have to be multiplied by the near plane valuen; here we assumen=1 for simplicity. Given the image sizewh, suitable clipping plane co- ordinates can be computed from the camera intrinsic parameters as follows: l=cx+0:5f x r=wf x+l b=cy+0:5f y t=hf y+bISSN 2464-4617(print) ISSN 2464-4625(CD) Computer Science Research Notes

CSRN 2803Poster's Proceedings

http://www.WSCG.eu28ISBN 978-80-86943-42-8 Using this frustum to define the projection matrix in a standard graphics pipeline accounts for the camera in- trinsic parameters of the standard model. The remain- ing problem is to integrate the lens distortion param- etersk1;k2;p1;p2. This is discussed in the following sections.

3.2 Preprocessing Geometry

In this approach, each input vertex is manipulated such that its image space coordinates match the distorted co- ordinates of the standard model. In a standard graphics pipeline, this manipulation is typically done in the vertex shader. Since the standard model operates on pixel coordinates, we first apply the projection matrix from Sec. 3.1 to each vertex, result- ing in clip coordinates, and then divide by the homo- geneous coordinate to get normalized device coordi- nates (NDC). By applying the viewport transformation, these are transformed to window coordinates, which are equivalent to pixel coordinates in the standard model.

After modifying thexandycomponents of the window

coordinates to account for lens distortion according to Eq. 1, we transform back to clip coordinates. See Alg. 1 for an OpenGL vertex shader code fragment.

This approach has two limitations.

First, modifying clip coordinates in this way means that a fundamental assumption of the graphics pipeline, lines in image space, is no longer fulfilled. This leads to errors. A similar problem occurs in graphics applica- tions that project onto non-planar surfaces, e.g. shadow to reduce memory usage. There, the errors are consid- ered acceptable if the tessellation of the input geometry is fine enough such that triangle edges in image space are short. Whether this condition is met in our case de- pends on the application. Second, our vertex modification takes place before clip- ping, and therefore includes vertices that lie outside the domainofthestandardmodel. Dependingonthedistor- tion parameters, transforming these vertices may place them into image space, resulting in invalid triangles that ruin the rendering result. To avoid this problem, we dis- card triangles that contain at least one vertex outside of the view frustum. A tolerance parameterdcan be ap- plied during this test to avoid holes in the final image caused by triangles that are partly inside the frustum: a vertex is discarded if its unmodified NDC xy coordi- nates lie outside[1d;1+d]2. Since the preprocess- ing approach requires a finely detailed geometry any- way, simply usingd=0:1 should work fine. We used this value for all of our tests. For certain types of distortion, mainly barrel distortion

(see Fig. 1), we must additionally account for verticesthat lie outside of the pinhole camera frustum but may

be mapped into image space nonetheless. This is done by adding a distortion-dependent valueDto the param- eterd. Given the inverse of the standard model (see Sec. 3.3 for details), we can determine a lower bound forDautomatically by undistorting the distorted im- age space corner coordinates(0;0);(w;0);(w;h);(0;h), transforming them to NDC coordinates, and settingD to the maximum of the absolute value of each coordi- nate, minus one.

3.3 Postprocessing Images

In this approach, the scene is first rendered into an undistorted image using an unmodified graphics pipeline based on a pinhole camera with the projection matrix from Sec. 3.1. The result is then transformed into a distorted image by applying the standard model in a postprocessing step, e.g. using a fragment shader. This postprocessing step requires the computation of undistorted pixel coordinates(x;y)from distorted pixel coordinates(u;v), i.e. the inverse of Eq. 1. This inver- sion is not a trivial problem; several approaches exist, but none supports the full set of parameters of the orig-quotesdbs_dbs8.pdfusesText_14
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