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August 2005 • Vol.5 Issue 8
Page(s) 105-106 in print issue
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Under Development
A Peek At What's Brewing In The Laboratory
Lights, Camera, Re-Camera!

Using “dual photography,” Stanford electrical engineering Ph.D candidate Pradeep Sen and other researchers have essentially been able to make a camera and light projector switch places. Imagine a room with only a statue in the center. You stand against one wall with a camera, and a projector illuminates the statue 10 feet to your right. The captured image is processed so that the scene looks as if you and the projector switched positions.

Dual photography works by analyzing how specially projected light patterns bounce off objects. Different patterns of black and white pixels are beamed at an object, and how the reflections of those pixels reach the camera determines the data set that can be processed. Dual photography can also have unexpected perks. Sen’s most famous demonstration is aiming the projector at the back of a playing card so the light reflects toward a book behind the card, not at the camera, which can only see the card’s back. After processing, however, Sen’s software can create a virtual image of the card’s front, based on the reflected pixels.

“The primary use of dual photography we’re exploring now is scene relighting,” says Sen, “where a real scene that has been captured can be relit with virtual objects. One of the examples we show is of an animated virtual character casting a shadow onto a real scene. This might be useful in games because it might allow game characters to interact with image-based scenes. You see, right now most of the environments in games are generated from polygonal models, but there has been interest in using photographs of an actual scene to generate the environment, like in an architectural walk-through. If we properly capture the light transport through the scene, we can add virtual characters in this environment that cast shadows, etc. This could result in some pretty cool photorealistic games, as well as have application in fields like architecture, simulation/training, etc.”

The ideal is capturing the full 8D reflectance function of a scene, meaning 4D incoming light with 4D outgoing light. A normal camera captures 2D of outgoing light. An array of cameras together can capture a 4D slice of the total 8D function. This 4D slice can be used to view interpolation effects, such as in the bullet-time sequence in “The Matrix.” Dual photography enables the capture of a 6D slice.

“The goal . . . is to come up with techniques to capture the 8D reflectance function very efficiently, which is a challenge because it is such a huge data set,” says Sen. As an example of the size for a 6D slice, Sen describes one example of “16 virtual projectors of 600 x 800 resolution mapping to a virtual camera of 1,024 x 768 with three floating components per pixel. So it’s about . . . 65.9TB. Our acquisition algorithm automatically compresses the data set to about 100MBas you might imagine, there is a good amount of redundancy in this functionbut it’s still very large. However, having the capability to capture it and then to render it on a PC would allow people to capture ‘photographs’ that they can then pan around in, refocus, etc., using their computer.”

The shots show an original scene captured from the side with a head-on light source (left) and then a dual-photography processed version, with the camera and projector positions artificially switched.




Smart Plastics See The Light

We’ve covered flexible displays in “Under Development” before, but here’s an interesting twist. Say you remove a rolled up display from your pocket and put it on a table. When you flash it with a specific light, the screen becomes flat. Flash it again and it rolls up. You’d never again have to worry about it accidentally unrolling and something spilling on its surface. Or imagine plastic drive rails that grip tightly in the dark of your chassis and unlock when you pull the drive out into the light.

MIT professor Robert Langer; Andreas Lendlein, institute director at the GKSS Research Center in Teltow, Germany, and others have devised a new class of “smart plastics” that deform and fix into a new shape when exposed to a certain wavelength of light. Langer and Lendlein have numerous polymer-related advances to their names. Thermoplastics with “shape memories” that respond to heat have been used for some time, but the men were the first to devise a biodegradable variant in 2001. Now they’re the first to elicit shape memory with light rather than heat.

The technology depends on photosensitive molecular switches being bonded to a polymer substrate. The plastic is stretched and doused in UV light of a key wavelength, causing the molecular switches to bond. These bonds (and the deformed shape) remain after the UV light and stretching is removed. Exposure to another certain light wavelength breaks the bonds, returning the plastic to its normal shape.

The team is considering medical and industrial applications, but Lendlein says “the nice thing about shape-memory polymers is that they may find applications in various areas, including in computer science.”



Waste Not, Nano Hot



Heiner Linke and Tammy Humphrey's improved thermoelectric efficiency is still largely theoretical, but a collaborative experiment with other researchers will soon use nanowire structures like these (the color bands show different semiconductor materials)to prove their assertions.

Enthusiasts spend a lot of time and money getting heat out of their systems, but what if you could tap in-to those scalding processor surfaces and turn that wasted heat into energy?

Thermoelectrics is nothing new. The problem, though, has been that the conversion efficiency that different experiments yield has been too low and the costs too high to make the technology feasible. Professor Heiner Linke of the University of Oregon and Tammy Humphrey, a post doctorate fellow at the University of New South Wales in Australia, have made a breakthrough that may make thermoelectrics a popular reality.

The pair’s discovery hinges on the laws of thermodynamics, which state that heat will always flow to cold, until a balance of temperature is achieved. In the process, the energy expended by electrons is lost as waste. Conventional thermoelectric materials have a hard time capturing this waste because the heat flow is uncontrolled. However, the nano-structured materials that Linke and Humphrey have been able to developsemiconductors that are riddled with nanowirescan bring order to the electrons’ movement. Only electrons with a specific energy are allowed to flow through the material, meaning electrons can’t shuffle heat to cold areas. Thus, a sort of equilibrium is forced between the two regions. In fact, because the regions are in equilibrium, the electron flow is reversible, making the device much more efficient than prior approaches.

“We have a semiconducting material with an energy gap in it that electrons jump over,” says Humphrey. “They are excited by the heat emitter to a high energy, they jump over this gap, and then they can be used to do useful work against a voltage. In computers you would need a really high-efficiency material to make it worthwhile to recycle waste heat. If you could make a material that operates with an efficiency of, say, half the Carnot limit, then you could in principle recoup roughly 17% of the heat from a CPU.”

Linke and Humphrey believe their design will achieve about 50% of the Carnot limit. Previous CPU-sized designs have realized less than 15%. Humphrey hopes that by combining their work with similar research projects, the technology can be commercialized in three to five years in such areas as computing, car engines, and geothermal hot springs.


Philips Out-Flashes Flash



A Philips engineer measures the performance of a phase-change memory chip.

Whenever you spin up a CD or DVD, you are using phase-change memory. Phase-change materials are what deform in the discs when a laser hits them, shifting from amorphous to crystalline phases and exhibiting different reflective properties accordingly. Philips is now working on making solid-state memory by applying a thin film layer of phase-change material on a silicon substrate. Electrical charges deform the material while resistance reads its state.

Unlike other memory technologies that have trouble scaling down in size, Philips’ “line-cell” approach requires less voltage as feature sizes decrease. Better yet, phase changes can occur in about 30ns, more than 100 times faster than a flash memory cell can change states, and line-cell chips can be made almost entirely using conventional chip fabrication methods.

“The holy grail of the embedded memory industry is a so-called unified memory that replaces all other types, which combines the speed of SRAM with the memory density of DRAM and the nonvolatility of Flash. Philips’ new phase-change line-cell technology is a significant step toward this goal,” says Dr. Karen Attenborough, project leader of the Scalable Unified Memory project at Philips Research, in a statement.

by William Van Winkle





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