# LIF1.0
# Lightfield library, version 1.0
#
# Copy and modify this file to describe a set of images for
# generating a light field.
#
# Any line beginning with '#' is a comment.
#
# The light field is made up of "slabs". Each slab is
# a regular array of images, taken from regular intervals
# on a uv plane, looking at an st plane.
#
# ==================== slab 0 specification ====================
#
# The first line gives the slab number (each number must be unique,
# and less than LF_MAXSLABS (currently 30). It also lists the
# basename for the array of images. For example, the line
# SLAB 0 data/lion
# would tell the program to look in the data directory for files
# of the format "lion.u.v.rgb", i.e.
# lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc.
SLAB 0 N8/dragon
# These next four lines describe the location of the uv plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_UV
-10 -10 10 1 0 0
10 -10 10 1 1 0
10 10 10 1 1 1
-10 10 10 1 0 1
# These next four lines describe the location of the st plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_ST
-1.1 -1.1 0 1 0 0
1.1 -1.1 0 1 1 0
1.1 1.1 0 1 1 1
-1.1 1.1 0 1 0 1
# This line describes the dimensions of the light field array in
# u and v. (i.e. the size of the array of images.)
SAMPLES_UV 8 8
# This line describes the dimensions of the light field array in
# s and t. (i.e. the size of each image (in pixels)).
SAMPLES_ST 256 256
# This line describes the format of the images.
FORMAT RGB
# -------------------- end of slab --------------------
# ==================== slab 1 specification ====================
#
# The first line gives the slab number (each number must be unique,
# and less than LF_MAXSLABS (currently 30). It also lists the
# basename for the array of images. For example, the line
# SLAB 0 data/lion
# would tell the program to look in the data directory for files
# of the format "lion.u.v.rgb", i.e.
# lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc.
SLAB 1 E8/dragon
# These next four lines describe the location of the uv plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_UV
10.000000 -10.000000 10.000000 1.000000 0 0
10.000000 -10.000000 -10.000000 1.000000 1 0
10.000000 10.000000 -10.000000 1.000000 1 1
10.000000 10.000000 10.000000 1.000000 0 1
# These next four lines describe the location of the st plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_ST
0.000000 -1.100000 1.100000 1.000000 0 0
0.000000 -1.100000 -1.100000 1.000000 1 0
0.000000 1.100000 -1.100000 1.000000 1 1
0.000000 1.100000 1.100000 1.000000 0 1
# This line describes the dimensions of the light field array in
# u and v. (i.e. the size of the array of images.)
SAMPLES_UV 8 8
# This line describes the dimensions of the light field array in
# s and t. (i.e. the size of each image (in pixels)).
SAMPLES_ST 256 256
# This line describes the format of the images.
FORMAT RGB
# -------------------- end of slab --------------------
# ==================== slab 2 specification ====================
#
# The first line gives the slab number (each number must be unique,
# and less than LF_MAXSLABS (currently 30). It also lists the
# basename for the array of images. For example, the line
# SLAB 0 data/lion
# would tell the program to look in the data directory for files
# of the format "lion.u.v.rgb", i.e.
# lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc.
SLAB 2 S8/dragon
# These next four lines describe the location of the uv plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_UV
10.000000 -10.000000 -10.000000 1.000000 0 0
-10.000000 -10.000000 -10.000000 1.000000 1 0
-10.000000 10.000000 -10.000000 1.000000 1 1
10.000000 10.000000 -10.000000 1.000000 0 1
# These next four lines describe the location of the st plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_ST
1.100000 -1.100000 0.000000 1.000000 0 0
-1.100000 -1.100000 0.000000 1.000000 1 0
-1.100000 1.100000 0.000000 1.000000 1 1
1.100000 1.100000 0.000000 1.000000 0 1
# This line describes the dimensions of the light field array in
# u and v. (i.e. the size of the array of images.)
SAMPLES_UV 8 8
# This line describes the dimensions of the light field array in
# s and t. (i.e. the size of each image (in pixels)).
SAMPLES_ST 256 256
# This line describes the format of the images.
FORMAT RGB
# -------------------- end of slab --------------------
# ==================== slab 3 specification ====================
#
# The first line gives the slab number (each number must be unique,
# and less than LF_MAXSLABS (currently 30). It also lists the
# basename for the array of images. For example, the line
# SLAB 0 data/lion
# would tell the program to look in the data directory for files
# of the format "lion.u.v.rgb", i.e.
# lion.0.0.rgb, lion.0.1.rgb, ..., lion.16.16.rgb, etc.
SLAB 3 W8/dragon
# These next four lines describe the location of the uv plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map u and v to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_UV
-10.000000 -10.000000 -10.000000 1.000000 0 0
-10.000000 -10.000000 10.000000 1.000000 1 0
-10.000000 10.000000 10.000000 1.000000 1 1
-10.000000 10.000000 -10.000000 1.000000 0 1
# These next four lines describe the location of the st plane.
# Each line describes one vertex of the quadrilateral. The first
# four numbers of each line give the x,y,z,w coordinates of the
# corner vertex, and the last two numbers give texture coordinates,
# describing how to map s and t to the quadrilateral.
#
# The four vertices should be coplanar.
SLAB_ST
0.000000 -1.100000 -1.100000 1.000000 0 0
0.000000 -1.100000 1.100000 1.000000 1 0
0.000000 1.100000 1.100000 1.000000 1 1
0.000000 1.100000 -1.100000 1.000000 0 1
# This line describes the dimensions of the light field array in
# u and v. (i.e. the size of the array of images.)
SAMPLES_UV 8 8
# This line describes the dimensions of the light field array in
# s and t. (i.e. the size of each image (in pixels)).
SAMPLES_ST 256 256
# This line describes the format of the images.
FORMAT RGB
# -------------------- end of slab --------------------