Convert a 3D ray to light field (s, t, u, v) coordinates.
A light field parameterizes all rays in a scene using the two-plane representation:
(s,t): intersection with the first plane (camera plane)
(u,v): intersection with the second plane (focal plane)
Given a ray starting at origin (x0,y0,z0) on the first plane (at z=0) with direction (dx,dy,dz), find where it intersects the second plane at z=zplane:
Inputs:ray_origin is the point (x0,y0,z0)=(0,0,0) where the ray leaves the camera plane z=0. ray_direction is (dx,dy,dz)=(0,0,1), pointing straight down the z axis. plane_distance puts the focal plane at zplane=1.
Camera plane:(s,t) is just where the ray already sits on the first plane, so (s,t)=(x0,y0)=(0,0). The z0=0 part carries no information.
Reaching the focal plane: the ray climbs dz=1 in z per unit step, so it needs tparam=11=1 steps to reach z=1.
Focal plane:u=0+1⋅0=0 and v=0+1⋅0=0, rounded to 4 decimal places.
Output:(0, 0, 0.0, 0.0). The ray hits both planes at their centres.
Notice that (u−s,v−t) encodes the ray's angle: a tilted direction like (1,1,1) with the same origin lands at (u,v)=(1,1) instead.
Constraints
ray_origin: [x, y, z] point on first plane (z=0)
ray_direction: [dx, dy, dz] direction vector
plane_distance: z-coordinate of second plane
Return (s, t, u, v) coordinates, rounded to 4 decimal places
Ray to Light Field Coordinates: Background & Strategy
Background Knowledge
Light Field Representation and the Two-Plane Model
A light field is a complete description of all light rays in a scene, capturing both the intensity and direction of light traveling through 3D space. The two-plane parameterization (also called the 4D light field or Lumigraph representation) is a practical way to encode this information using just four coordinates. The first plane (typically the camera plane at z=0) records where a ray originates or passes through, while the second plane (the focal plane at some distance zplane) records where that same ray intersects further along its path. This representation is fundamental to image-based rendering because it allows you to synthesize novel viewpoints by resampling the light field at different (s,t) positions.
Ray Parameterization in 3D Space
In computer graphics and computational imaging, rays are typically represented parametrically: a ray starts at a point (x0,y0,z0) and travels in direction (dx,dy,dz). Any point along the ray can be expressed as:
p(t)=(x0,y0,z0)+t⋅(dx,dy,dz)
where t is a scalar parameter (often called the "time" or "distance" along the ray). To find where a ray intersects a plane perpendicular to the z-axis at depth zplane, you solve for the parameter value where the z-coordinate equals zplane, then use that parameter to compute the x and y coordinates at the intersection point.
Coordinate Mapping and Perspective Projection
The conversion from 3D ray space to light field coordinates is essentially a form of perspective projection. The (s,t) coordinates represent the ray's position on the first plane, while (u,v) represent its position on the second plane. This mapping encodes both the spatial location and the direction of the ray in a way that's efficient for rendering and analysis. Understanding this relationship is crucial for tasks like view synthesis, depth estimation, and light field reconstruction.
Algorithm/Approach
The solution follows a straightforward ray-plane intersection pattern:
Parameterize the ray using the given origin and direction
Solve for the intersection parameter by setting the ray's z-coordinate equal to zplane
Compute the intersection point by evaluating the ray equation at that parameter value
Extract the light field coordinates by reading off the x and y components of the intersection point
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