Image-Based Lighting 15-463: Computational Photography Alexei Efros, CMU, Fall 2005 © Eirik Holmøyvik …with a lot of slides donated by Paul Debevec.

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Presentation transcript:

Image-Based Lighting : Computational Photography Alexei Efros, CMU, Fall 2005 © Eirik Holmøyvik …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 Estimate correct camera orientation and renender object Use corresponding points to warp the object/scene –Only works for small warps and/or mostly planar objects 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!!!

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

What approximations are made? The map should contain a view of the world with the point of interest on the object as the eye We can’t store a separate map for each point, so one map is used with the eye 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!

Environment Maps The environment map may take one of several 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 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

Cubic 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

Example

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 mosaics Fisheye lens Mirrored Balls

Stitching HDR mosaics

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 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

Fisheye Images

Mirrored Sphere

Sources of Mirrored Balls  2-inch chrome balls ~ $20 ea.  McMaster-Carr Supply Company  6-12 inch large gazing balls  Baker’s Lawn Ornaments  Hollow Spheres, 2in – 4in  Dube Juggling Equipment  FAQ on  2-inch chrome balls ~ $20 ea.  McMaster-Carr Supply Company  6-12 inch large gazing balls  Baker’s Lawn Ornaments  Hollow Spheres, 2in – 4in  Dube Juggling Equipment  FAQ on

=> 59% Reflective Calibrating Mirrored Sphere Reflectivity

Real-World HDR Lighting Environments Lighting Environments from the Light Probe Image Gallery: Funston Beach Uffizi Gallery Eucalyptus Grove Grace Cathedral

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? 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 synthetic imaging system Rendered with Greg Larson’s RADIANCE synthetic imaging system

Comparison: Radiance map versus single image

Putting it all together Synthetic Objects + Real light! Synthetic Objects + Real light!

CG Objects Illuminated by a Traditional CG Light Source

Illuminating Objects using Measurements of Real Light Object Light Environment assigned “glow” material property in Greg Ward’s RADIANCE system.

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!