Image-Based Lighting II 15-463: Rendering and Image Processing Alexei Efros …with a lot of slides donated by Paul Debevec.

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Presentation transcript:

Image-Based Lighting II : Rendering and Image Processing Alexei Efros …with a lot of slides donated by Paul Debevec

Reach for the sky How can we capture the whole sky as an environment map? What happens with the sun?

Direct HDR Capture of the Sun and Sky Use Sigma 8mm fisheye lens and Canon EOS 1Ds to cover entire sky Use 3.0 ND filter on lens back to cover full range of light –Only 0.1% of light gets through! Use Sigma 8mm fisheye lens and Canon EOS 1Ds to cover entire sky Use 3.0 ND filter on lens back to cover full range of light –Only 0.1% of light gets through! Stumpfel, Jones, Wenger, Tchou, Hawkins, and Debevec. “Direct HDR Capture of the Sun and Sky”. To appear in Afrigraph 2004.

Extreme HDR Image Series 1 sec f/4 1/4 sec f/4 1/30 sec f/4 1/8000 sec f/16 1/30 sec f/16 1/250 sec f/16 1/1000 sec f/16

1 sec f/4 1/4 sec f/4 1/30 sec f/4 1/8000 sec f/16 only image that does not saturate! 1/30 sec f/16 1/250 sec f/16 1/1000 sec f/16 Extreme HDR Image Series - sun closeup

Spectral Calibration – ND filters are NOT Necessarily Neutral! Before correction After correction based on MacBeth ColorChecker chart appearance

Two Complete days of HDR Lighting Feb 22, 2004Feb 23, 2004 (day averages at 1 min. intervals)

24 Samples per Pixel – 6h, 22min

HDRI Sky Probe

Clipped Sky + Sun Source

Lit by sky only

Lit by sun only

Lit by sun and sky

Illuminating a Small Scene

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

Real Scene Example Goal: place synthetic objects on table

Light Probe / Calibration Grid

real scene Modeling the Scene light-based model

The Light-Based Room Model

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

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

I MAGE -B ASED L IGHTING IN F IAT L UX Paul Debevec, Tim Hawkins, Westley Sarokin, H. P. Duiker, Christine Cheng, Tal Garfinkel, Jenny Huang SIGGRAPH 99 Electronic Theater

HDR Image Series 2 sec 1/4 sec 1/30 sec 1/250 sec 1/2000 sec 1/8000 sec

Stp1 Panorama

Assembled Panorama

Light Probe Images

Capturing a Spatially-Varying Lighting Environment

Identified Light Sources

The Movie

Simulating the Glare in the Human Eye Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95.

Scattering in the eye What’s the scattering model?

HDR Image

Gaussian Blur, LDR information Only

Gaussian Blur, Full HDR Information

Full HDR Disc Blur

Frame Postprocessing in Rendering with Natural Light

Compositing Complex Objects

Rendering Light Probes as Light Sources 1999

A Lighting Reproduction Approach

Composited Results

Environment Map from Single Image?

Eye as Light Probe! (Nayar et al)

Cornea is an ellipsoid

Ellipsoid fitting