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A Realistic Camera Model for Real-time Rendering

A Realistic Camera Model for Real-time Rendering Okka Kyaw Rochester Institute of Technology, 2013 Chair: Dr. Joe Geigel Traditionally, computer graphics have used a simplified camera model that produces a “perfect” image –a first order approximation of the output from a real camera. Raytracers that accurately simulate physical lens systems have been around for a few decades now, but although modern GPUs are nearing the point where GPU-assisted raytracing can be performed in realtime, they are not fast enough to run on average consumer hardware. On the other hand, many real-time applications have been able to include more sophisticated camera models, simulating specific effects such as depth of field with bokeh and motion blur. However, many of them forego accuracy, simply basing their calculations on what looks plausible. This project describes a camera model for real-time computer graphics that balances performance with accuracy. Given a set of parameters for the configuration of a real camera, the model simulates the captured image using an analytical approach. Lens and exposure equations from photographic optics are applied in a post-processing step to the output from a rasterizer to create a more physically accurate result. Methods for simulating third order optical aberrations through post-processing are also discussed. As a standard graphics API was used for the renderer, the techniques described here should be easy to integrate into existing real-time graphics engines.