Render Information

These are renders based on the geometry of the reflectors, measured strength of the strobe light source and then inserted into blender, at 3D animation software. We model the light pattern to help determine best spreading baseline and strobe toe angle. A plane with a checkerboard pattern is placed in parallel to the strobe and camera baseline 3 meters away. There is a secondary third-person orthographic camera watching the plane, strobes and volume from a "side-view".

Camera configuration

Renderings presented from the viewport of the still camera have been configured for a similar field of view to the ones presented by our system. However, Blender software only allows for 16:9 aspect ratio cameras. The vertical FOV has been constrained to match, so resultant renderings have extra content to the left and right, which could be cropped in the future for accuracy of the model.

Steps of Frame

Each frame represents a spreading of the strobes, from 0.5m from the camera to 4m to each side, as a result, here is the key for frame number to strobe/camera distance.

1 0.50
2 0.68
3 0.87
4 1.05
5 1.24
6 1.42
7 1.61
8 1.79
9 1.97
10 2.16
11 2.34
12 2.53
13 2.71
14 2.89
15 3.08
16 3.26
17 3.45
18 3.63
19 3.82
20 4.00

Progressions of renders

Each folder represents a different configuration of lights, environment, and view camera. Strobes are stepped frame by frame in all models as described above. In some render sets, these strobes are tilted in by a linear distribution from 0 degrees from vertical in frame 1 to 35 degrees from vertical inward in frame 20. The other parameter is the ability to add or remove volume scattering in the space between the target plane. Many rendering have both the side-view and still camera view rendered separately.

Steps of angle by frame are:

1 0.00
2 1.84
3 3.68
4 5.53
5 7.37
6 9.21
7 11.05
8 12.89
9 14.74
10 16.58
11 18.42
12 20.26
13 22.11
14 23.95
15 25.79
16 27.63
17 29.47
18 31.32
19 33.16
20 35.00