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Environment Maps and Tone Mapping …with a lot of slides donated by Paul Debevec © Clément Poline

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Page 1: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Environment Maps and Tone Mapping

…with a lot of slides donated by Paul Debevec

© Clément Poline

Page 2: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

CG Objects Illuminated by a Traditional CG Light Source

CG Objects Illuminated by a Traditional CG Light Source

Page 3: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Illuminating Objects using Measurements of Real LightIlluminating Objects using Measurements of Real Light

ObjectObject

LightLight

Page 4: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

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

Page 5: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Environment Map / Reflection Map

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!!!

Page 6: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

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 objectWhat is in the map?

Page 7: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

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!

Page 8: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Environment MapsThe 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

Page 9: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

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

Page 10: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Cubic Map Example

Page 11: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Sphere MappingMap lives on a sphereTo 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

Page 12: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Example

Page 13: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

What about real scenes?

From Flight of the Navigator

Page 14: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

It’s not that hard!

Page 15: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Real environment mapsWe 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

Several ways to acquire environment maps:• Stitching mosaics• Fisheye lens• Mirrored Balls

Page 16: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Scanning Panoramic CamerasScanning Panoramic CamerasPros:

very high res (10K x 7K+)Full sphere in one scan – no stitchingGood dynamic range, some are HDR

Issues:More expensiveScans take a while

Companies: Panoscan, Sphereon

Pros:very high res (10K x 7K+)Full sphere in one scan – no stitchingGood dynamic range, some are HDR

Issues:More expensiveScans take a while

Companies: Panoscan, Sphereon

Page 17: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

See also www.kaidan.comSee also www.kaidan.com

Page 18: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 19: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Fisheye ImagesFisheye Images

Page 20: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Mirrored SphereMirrored Sphere

Page 21: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 22: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 23: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Sources of Mirrored BallsSources of Mirrored Balls

2-inch chrome balls ~ $20 ea.McMaster-Carr Supply Companywww.mcmaster.com

6-12 inch large gazing balls

Baker’s Lawn Ornamentswww.bakerslawnorn.com

Hollow Spheres, 2in – 4inDube Juggling Equipmentwww.dube.com

FAQ on www.debevec.org/HDRShop/

2-inch chrome balls ~ $20 ea.McMaster-Carr Supply Companywww.mcmaster.com

6-12 inch large gazing balls

Baker’s Lawn Ornamentswww.bakerslawnorn.com

Hollow Spheres, 2in – 4inDube Juggling Equipmentwww.dube.com

FAQ on www.debevec.org/HDRShop/

Page 24: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

0.34 0.34

0.580.58

=> 59% Reflective=> 59% Reflective

Calibrating Mirrored Sphere Reflectivity

Calibrating Mirrored Sphere Reflectivity

Page 25: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Real-World HDR Lighting Environments

Lighting Environments from the Light Probe Image Gallery:http://www.debevec.org/Probes/Lighting Environments from the Light Probe Image Gallery:http://www.debevec.org/Probes/

FunstonBeach

UffiziGallery

EucalyptusGrove

GraceCathedral

Page 26: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Acquiring the Light ProbeAcquiring the Light Probe

Page 27: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Assembling the Light ProbeAssembling the Light Probe

Page 28: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Problem: Dynamic RangeProblem: Dynamic Range

15001500

11

25,00025,000

400,000400,000

2,000,000,0002,000,000,000

The real world ishigh dynamic range.

The real world ishigh dynamic range.

Page 29: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

pixel (312, 284) = 42pixel (312, 284) = 42

ScreenScreen

42 photos?42 photos?

Page 30: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Long ExposureLong Exposure

10-6 106

10-6 106

Real world

Picture

0 to 255

High dynamic range

Page 31: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Short ExposureShort Exposure

10-6 106

10-6 106

Real world

Picture

High dynamic range

0 to 255

Page 32: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

The Radiance

Map

The Radiance

Map

Page 33: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Portable FloatMap (.pfm)Portable FloatMap (.pfm)• 12 bytes per pixel, 4 for each channel

sign exponent mantissa

PF768 5121<binary image data>

Floating Point TIFF similarFloating Point TIFF similar

Text header similar to Jeff Poskanzer’s .ppmimage format:

Page 34: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

(145, 215, 87, 149) =

(145, 215, 87) * 2^(149-128) =

(1190000, 1760000, 713000)

(145, 215, 87, 149) =

(145, 215, 87) * 2^(149-128) =

(1190000, 1760000, 713000)

Red Green Blue ExponentRed Green Blue Exponent

32 bits / pixel32 bits / pixel

(145, 215, 87, 103) =

(145, 215, 87) * 2^(103-128) =

(0.00000432, 0.00000641, 0.00000259)

(145, 215, 87, 103) =

(145, 215, 87) * 2^(103-128) =

(0.00000432, 0.00000641, 0.00000259)

Ward, Greg. "Real Pixels," in Graphics Gems IV, edited by James Arvo, Academic Press, 1994

Radiance Format(.pic, .hdr)

Radiance Format(.pic, .hdr)

Page 35: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

ILM’s OpenEXR (.exr)ILM’s OpenEXR (.exr)• 6 bytes per pixel, 2 for each channel, compressed

sign exponent mantissa

• Several lossless compression options, 2:1 typical• Compatible with the “half” datatype in NVidia's Cg• Supported natively on GeForce FX and Quadro FX

• Available at http://www.openexr.net/

Page 36: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Now What?Now

What?

Page 37: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

TheRadiance

Map

TheRadiance

Map

Linearly scaled toLinearly scaled todisplay devicedisplay device

Page 38: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Tone MappingTone Mapping

10-6 106

10-6 106

Real WorldRay Traced World (Radiance)

Display/Printer

0 to 255

High dynamic range

• How can we do this?Linear scaling?, thresholding? Suggestions?

• How can we do this?Linear scaling?, thresholding? Suggestions?

Page 39: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Darkest Darkest 0.1%0.1% scaledscaledto display deviceto display device

LinearLinear

Page 40: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

MetamoresMetamores

Can we use this for range compression?

Page 41: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Compressing Dynamic RangeCompressing Dynamic Rangera

nge

rang

e

Page 42: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Simple Global OperatorSimple Global Operator

• Compression curve needs to

– Bring everything within range– Leave dark areas alone

• In other words

– Asymptote at 255– Derivative of 1 at 0

• Compression curve needs to

– Bring everything within range– Leave dark areas alone

• In other words

– Asymptote at 255– Derivative of 1 at 0

Page 43: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Global Operator (Reinhart et al)Global Operator (Reinhart et al)

world

worlddisplay L

LL+

=1

Page 44: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Darkest Darkest 0.1%0.1% scaledscaledto display deviceto display device

Reinhart OperatorReinhart Operator

Page 45: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Global Operator ResultsGlobal Operator Results

Page 46: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Rendering with Natural LightRendering with Natural Light

SIGGRAPH 98 Electronic Theater

Page 47: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

RNL Environment mapped onto

interior of large cube

Page 48: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

MOVIE!MOVIE!

Page 49: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Direct HDR Capture of the Sun and Sky

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

• 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

Stumpfel, Jones, Wenger, Tchou, Hawkins, and Debevec. “Direct HDR Capture of the Sun and Sky”. To appear in Afrigraph 2004.Stumpfel, Jones, Wenger, Tchou, Hawkins, and Debevec. “Direct HDR Capture of the Sun and Sky”. To appear in Afrigraph 2004.

Page 50: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Extreme HDR Image SeriesExtreme HDR Image Series

1 secf/4

1 secf/4

1/4 secf/4

1/4 secf/4

1/30 secf/4

1/30 secf/4

1/8000 sec f/16

1/8000 sec f/16

1/30 secf/16

1/30 secf/16

1/250 secf/16

1/250 secf/16

1/1000 secf/16

1/1000 secf/16

Page 51: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

1 secf/4

1 secf/4

1/4 secf/4

1/4 secf/4

1/30 secf/4

1/30 secf/4

1/8000 sec f/16only image that does not

saturate!

1/8000 sec f/16only image that does not

saturate!

1/30 secf/16

1/30 secf/16

1/250 secf/16

1/250 secf/16

1/1000 secf/16

1/1000 secf/16

Extreme HDR Image Series- sun closeupExtreme HDR Image Series- sun closeup

Page 52: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Two Complete days of HDR Lighting

Two Complete days of HDR Lighting

Page 53: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

HDRI Sky ProbeHDRI Sky Probe

Page 54: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Lit by sun and skyLit by sun and sky

Page 55: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

9 samples per pixel, 17 min.9 samples per pixel, 17 min.

Page 56: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

16 samples per pixel, 46 min.16 samples per pixel, 46 min.

Page 57: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

100 samples per pixel, 189 min.100 samples per pixel, 189 min.

Page 58: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

A sunlit sample pointA sunlit sample point

Page 59: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 60: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 61: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 62: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 63: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 64: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 65: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

A shadowed sample pointA shadowed sample point

Page 66: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 67: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 68: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 69: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 70: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 71: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 72: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

HDRI Sky ProbeHDRI Sky Probe

Page 73: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Clipped Sky + Sun SourceClipped Sky + Sun Source

light sun directional 1 {direction -0.711743 -0.580805 -0.395078 angle 0.532300color 10960000 10280000 866000 }

texture_map _HDRI_probe_map_clip_ "probe_09-55_clipped.hdr" {swrap periodicfilter bilinear}

shader _HDRI_clip sky_HDRI {HDRI_map "_HDRI_probe_map_clip_"multiplier 1.000000}

Page 74: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Lit by sky only, 17 min.Lit by sky only, 17 min.

Page 75: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Lit by sun only, 21 min.Lit by sun only, 21 min.

Page 76: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Lit by sun and sky, 25 min.Lit by sun and sky, 25 min.

Page 77: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

IBL ResultsIBL Results

Virtual Parthenon model lit by a full day of light captured in Marina del Rey, CAVirtual Parthenon model lit by a full day of light captured in Marina del Rey, CA

Page 78: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Illuminating a Small SceneIlluminating a Small Scene

Page 79: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter
Page 80: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

We can now illuminatesynthetic objects with real light.

How do we add synthetic objects to a real scene?

We can now illuminatesynthetic objects with real light.

How do we add synthetic objects to a real scene?

Page 81: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Real Scene ExampleReal Scene Example

Goal: place synthetic objects on tableGoal: place synthetic objects on table

Page 82: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Light Probe / Calibration GridLight Probe / Calibration Grid

Page 83: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

real scenereal scene

Modeling the SceneModeling the Scene

light-based modellight-based model

Page 84: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

The Light-Based Room ModelThe Light-Based Room Model

Page 85: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

real scenereal scene

Modeling the SceneModeling the Scene

synthetic objectssynthetic objects

light-based modellight-based model

local scenelocal scene

Page 86: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

The Lighting ComputationThe Lighting Computation

synthetic objects(known BRDF)

synthetic objects(known BRDF)

distant scene (light-based, unknown BRDF)distant scene (light-based, unknown BRDF)

local scene(estimated BRDF)

local scene(estimated BRDF)

Page 87: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Rendering into the SceneRendering into the Scene

Background PlateBackground Plate

Page 88: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Rendering into the SceneRendering into the Scene

Objects and Local Scene matched to SceneObjects and Local Scene matched to Scene

Page 89: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Differential RenderingDifferential Rendering

Local scene w/o objects, illuminated by modelLocal scene w/o objects, illuminated by model

Page 90: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Differential Rendering (2)Difference in local sceneDifferential Rendering (2)Difference in local scene

-- ==

Page 91: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Differential RenderingDifferential Rendering

Final ResultFinal Result

Page 92: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Simulating the Glare in the Human Eye

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.

• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95.

Page 93: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Scattering in the eye

What’s the scattering model?

Page 94: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

HDR Image

Page 95: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Gaussian Blur, LDR information Only

Page 96: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Gaussian Blur, Full HDR Information

Page 97: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Full HDR Disc Blur

Page 98: donated by Paul Debevec...• Greg Spencer, Peter Shirley, Kurt Zimmerman, and Donald Greenberg. Physically-based glare effects for digital images. SIGGRAPH 95. • Greg Spencer, Peter

Frame Postprocessing in Rendering with Natural LightFrame Postprocessing in Rendering with Natural Light