Previous Lecture The 7d plenoptic function, indexing all light. Lightfields: a 4d (not 5d!) data structure which captures all outgoing light from a region.

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Presentation transcript:

Previous Lecture The 7d plenoptic function, indexing all light. Lightfields: a 4d (not 5d!) data structure which captures all outgoing light from a region and permits reconstruction of arbitrary synthetic viewpoints. Can be built into a modern camera. Capturing and recreating visual content involves a combination of geometric and image-based methods. Lytro Camera

Image-Based Lighting cs129: Computational Photography James Hays, Brown, Fall 2012 © Eirik Holmøyvik Slides from Alexei Efros and Paul Debevec

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

Solutions Wrong Camera Orientation Estimate correct camera orientation and render 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!!!

reflective surface viewer environment texture image v n r projector function converts reflection vector 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 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!

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 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 Flight of the Navigator

What about real scenes? from Terminator 2

Real environment maps We can use photographs to capture environment maps 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

Fisheye Images

Mirrored Sphere

Sources of Mirrored Balls  2-inch chrome balls ~ $20 ea.  e.g. McMaster-Carr Supply Company  6-12 inch large gazing balls  Hollow Spheres, 2in – 4in  e.g. Dube Juggling Equipment  FAQ on RShop/main-pages/tutorials.html  2-inch chrome balls ~ $20 ea.  e.g. McMaster-Carr Supply Company  6-12 inch large gazing balls  Hollow Spheres, 2in – 4in  e.g. Dube Juggling Equipment  FAQ on RShop/main-pages/tutorials.html

=> 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!

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

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