donated by Paul Debevec

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Presentation transcript:

donated by Paul Debevec Image-Based Lighting © Eirik Holmøyvik CS194: Image Manipulation & Computational Photography Alexei Efros, UC Berkeley, Fall 2016 …with a lot of slides donated by Paul Debevec

Inserting Synthetic Objects Why does this look so bad? Wrong camera orientation Wrong lighting No shadows

Solutions Wrong Camera Orientation Lighting & Shadows Estimate correct camera orientation and renender object Requires camera calibration to do it right Lighting & Shadows Estimate (eyeball) all the light sources in the scene and simulate it in your virtual rendering But what happens if lighting is complex? Extended light sources, mutual illumination, etc.

+ Environment Maps Simple solution for shiny objects Models complex lighting as a panoramic image i.e. amount of radiance coming in from each direction A plenoptic function!!!

environment texture image Environment Mapping projector function converts reflection vector (x, y, z) to texture image (u, v) Reflected ray: r=2(n·v)n-v viewer n v r reflective surface environment texture image Texture is transferred in the direction of the reflected ray from the environment map onto the object What is in the map?

Environment Maps The environment map may take various forms: Cubic mapping Spherical mapping other Describes the shape of the surface on which the map “resides” Determines how the map is generated and how it is indexed

Cubic Map Example

Cubic Mapping The map resides on the surfaces of a cube around the object Typically, align the faces of the cube with the coordinate axes To generate the map: For each face of the cube, render the world from the center of the object with the cube face as the image plane Rendering can be arbitrarily complex (it’s off-line) To use the map: Index the R ray into the correct cube face Compute texture coordinates

Spherical Map Example

Sphere Mapping Map lives on a sphere To generate the map: Render a spherical panorama from the designed center point To use the map: Use the orientation of the R ray to index directly into the sphere

What approximations are made? The map should contain a view of the world with the point of interest on the object as the Center of Projection We can’t store a separate map for each point, so one map is used with the COP at the center of the object Introduces distortions in the reflection, but we usually don’t notice Distortions are minimized for a small object in a large room The object will not reflect itself!

What about real scenes? From Flight of the Navigator

What about real scenes? from Terminator 2

Real environment maps We can use photographs to capture environment maps The first use of panoramic mosaics How do we deal with light sources? Sun, lights, etc? They are much much brighter than the rest of the enviarnment User High Dynamic Range photography, of course! Several ways to acquire environment maps: Stitching HDR mosaics Fisheye lens Mirrored Balls

Scanning Panoramic Cameras Pros: very high res (10K x 7K+) Full sphere in one scan – no stitching Good dynamic range, some are HDR Issues: More expensive Scans take a while Companies: Panoscan, Sphereon

See also www.kaidan.com

Fisheye Images

Mirrored Sphere

Sources of Mirrored Balls 2-inch chrome balls ~ $20 ea. McMaster-Carr Supply Company www.mcmaster.com 6-12 inch large gazing balls Baker’s Lawn Ornaments www.bakerslawnorn.com Hollow Spheres, 2in – 4in Dube Juggling Equipment www.dube.com FAQ on www.debevec.org/HDRShop/

0.34 => 59% Reflective Calibrating Mirrored Sphere Reflectivity 0.58

Real-World HDR Lighting Environments Funston Beach Eucalyptus Grove Uffizi Gallery Grace Cathedral Lighting Environments from the Light Probe Image Gallery: http://www.debevec.org/Probes/

Acquiring the Light Probe

Assembling the Light Probe

Not just shiny… We have captured a true radiance map We can treat it as an extended (e.g spherical) light source Can use Global Illumination to simulate light transport in the scene So, all objects (not just shiny) can be lighted What’s the limitation?

Illumination Results Rendered with Greg Larson’s RADIANCE HDR is revealed with rough specularities. Rendered with Greg Larson’s RADIANCE synthetic imaging system

Comparison: Radiance map versus single image

Putting it all together Synthetic Objects + Real light!

CG Objects Illuminated by a Traditional CG Light Source

Illuminating Objects using Measurements of Real Light Environment assigned “glow” material property in Greg Ward’s RADIANCE system. Object http://radsite.lbl.gov/radiance/

Paul Debevec. A Tutorial on Image-Based Lighting Paul Debevec. A Tutorial on Image-Based Lighting. IEEE Computer Graphics and Applications, Jan/Feb 2002.

Rendering with Natural Light SIGGRAPH 98 Electronic Theater

RNL Environment mapped onto interior of large cube

MOVIE!

We can now illuminate synthetic objects with real light. How do we add synthetic objects to a real scene?

It’s not that hard! http://www.nickbertke.com/

Illuminating a Small Scene

Real Scene Example Goal: place synthetic objects on table

Light Probe / Calibration Grid

Modeling the Scene light-based model real scene

The Light-Based Room Model

Modeling the Scene light-based model local scene synthetic objects real scene local scene synthetic objects

The Lighting Computation distant scene (light-based, unknown BRDF) synthetic objects (known BRDF) local scene (estimated BRDF)

Rendering into the Scene Background Plate

Rendering into the Scene Objects and Local Scene matched to Scene

Differential Rendering Local scene w/o objects, illuminated by model

Differential Rendering (2) Difference in local scene - =

Differential Rendering Final Result