icheat: a representation for artistic control of cinematic lighting juraj obertjaroslav křivánek...
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iCheat: A Representation for iCheat: A Representation for Artistic Control of Cinematic Artistic Control of Cinematic
LightingLighting
Juraj Obert Jaroslav Křivánek
Daniel Sýkora
Fabio Pellacini
Sumanta Pattanaik12
321
1University of Central Florida
Czech Technical University in Prague
Dartmouth College
2
3
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MotivationMotivation
Lighting crucial for filmLighting crucial for film– Story telling, scene mood, emotionsStory telling, scene mood, emotions
Simple control more important than Simple control more important than physical accuracyphysical accuracy– Direct illumination: easy to controlDirect illumination: easy to control– Indirect illumination: hard to control Indirect illumination: hard to control
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GoalGoal
Simple artistic control of indirect Simple artistic control of indirect illuminationillumination
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Existing ApproachesExisting Approaches
Relighting enginesRelighting engines[Pellacini05, Ragan-Kelley07, Hasan06][Pellacini05, Ragan-Kelley07, Hasan06]
Goal-based lighting design Goal-based lighting design [Schoeneman93, Kawai93, Pellacini07][Schoeneman93, Kawai93, Pellacini07]
Procedural modifications of shader code Procedural modifications of shader code [Christensen06][Christensen06]
Platform-specific solutionsPlatform-specific solutions[Tabellion04] – filter lights[Tabellion04] – filter lights
Our ApproachOur Approach
““Holistic approach”Holistic approach”
Direct control of the interaction betweenDirect control of the interaction between– direct lightingdirect lighting– materialsmaterials– geometrygeometry
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Lighting Design PipelineLighting Design Pipeline
Lighting design interface
Scale/offsetmatrix Final rendering
Real-time preview
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Lighting design interface
Lighting Design InterfaceLighting Design Interface
• [Obert07][Obert07]
1.1. 4D selection4D selectiona.a. castercaster
b.b. receiverreceiver
2.2. ModificationModification– hue / sat / intensityhue / sat / intensity– falloff …falloff …
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Lighting Design PipelineLighting Design Pipeline
Lighting design interface
Scale/offsetmatrix Final rendering
Real-time preview
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Real-Time PreviewReal-Time Preview
Real-time preview
Direct-to-Indirect Transfer [Hasan06]Direct-to-Indirect Transfer [Hasan06]– Transfer matrix TTransfer matrix T
– direct on gather samples -> direct on gather samples -> indirect on view samplesindirect on view samples
– Performance / flexibility modificationsPerformance / flexibility modifications– Row-wise matrix multiplyRow-wise matrix multiply– Screen space sub-sampling and interpolationScreen space sub-sampling and interpolation
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Lighting Design PipelineLighting Design Pipeline
Lighting design interface
Scale/offsetmatrix Final rendering
Real-time preview
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Encoding of Indirect Illumination Encoding of Indirect Illumination AdjustmentsAdjustments
Scale/offsetmatrix
Key idea: Key idea: – Discrete sampling in 4DDiscrete sampling in 4D– Scale/offset modify the transport matrix Scale/offset modify the transport matrix TT
),(),(),(),(' gvogvTgvsgvT
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Example Edits: Example Edits: Indirect BrightnessIndirect Brightness
Sphere reflects more light into the environment
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Example edits:Example edits:Color bleedingColor bleeding
Blue wall bleeds more color on the cone
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Geometry Term EditsGeometry Term Edits
Modify the geometry term Modify the geometry term GG((gg,,vv))
LinearLinear w.r.t. direct illumination at gather w.r.t. direct illumination at gather samplessamples
Example effects:Example effects:– Distance falloff modification, orientation-based Distance falloff modification, orientation-based
modification, etc.modification, etc.
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General EditsGeneral Edits
Non-linearNon-linear w.r.t. direct illumination at gather w.r.t. direct illumination at gather samplessamples– s / o matrices valid for current direct illuminations / o matrices valid for current direct illumination
Example effectsExample effects– 4D gamma correction, 4D HSV correction, etc.4D gamma correction, 4D HSV correction, etc.
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Lighting Design PipelineLighting Design Pipeline
Lighting design interface
Scale/offsetmatrix Final rendering
Real-time preview
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Final renderingFinal rendering
Final rendering
Applicable to any GI algorithmApplicable to any GI algorithm
Our implementation: Our implementation: – irradiance caching [Ward88] irradiance caching [Ward88]
– radiance caching [Kradiance caching [Křivánek05řivánek05]]
Radiance of gather rays Radiance of gather rays modified by the s / o matricesmodified by the s / o matrices– 4D interpolation4D interpolation
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Final Rendering ExampleFinal Rendering Example
Original Design 1 Design 2
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AnimationAnimation
Edits designed per key-frameEdits designed per key-frame
Interpolated for other framesInterpolated for other frames– Possible artifacts when previously occluded Possible artifacts when previously occluded
large areas become suddenly visiblelarge areas become suddenly visible
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Interpolation ExampleInterpolation Example
iCheat keyframe iCheat KeyframeInterpolated frame
Original Original Original
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More InterpolationMore Interpolation
iCheat keyframe iCheat KeyframeInterpolated frame
Original Original Original
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VideoVideo
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ConclusionConclusion
Artistic control of indirect illuminationArtistic control of indirect illumination
Simple representation of editsSimple representation of edits– Scale / offset factors for discretely sampled Scale / offset factors for discretely sampled
4D transfer operator4D transfer operator– Comprehensive, renderer-independent, Comprehensive, renderer-independent,
efficientefficient
LimitationsLimitations– More bulky than shader editsMore bulky than shader edits– Possible artifacts due to discrete samplingPossible artifacts due to discrete sampling
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AcknowledgementsAcknowledgements
Vlasta Havran Vlasta Havran – Golem ray tracerGolem ray tracer
Universal Production Partners (upp.cz)Universal Production Partners (upp.cz)– Orion sceneOrion scene
Ministry of Education of Czech RepublicMinistry of Education of Czech Republic– ““Center for Computer Graphics”Center for Computer Graphics”
National Science FoundationNational Science Foundation– CNS-070820, CCF-0746117CNS-070820, CCF-0746117
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ReferencesReferencesCHRISTENSEN P., FONG J., LAUR D., BATALI D.: Ray tracing for the movie cars. In Proc. of IEEE Symposium on Interactive Ray Tracing (2006), pp. 1–6.
HAŠAN M., PELLACINI F., BALA K.: Direct-to-indirect transfer for cinematic relighting. ACM Trans. Graph. (Proc. SIGGRAPH) 25, 3 (2006), 1089–1097.
KŘIVÁNEK J., GAUTRON P., PATTANAIK S., BOUATOUCH K.: Radiance caching for efficient global illumination computation. IEEE Transactions on Visualization and Computer Graphics 11, 5 (September/October 2005).
KAWAI J. K., PAINTER J. S., COHEN M. F.: Radioptimization: Goal based rendering. In SIGGRAPH’93 Proceedings (1993), pp. 147–154.
OBERT J., KŘIVÁNEK J., SÝKORA D., PATTANAIK S.: Interactive light transport editing for flexible global illumination. ACM SIGGRAPH 2007 sketches
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ReferencesReferencesPELLACINI F., BATTAGLIA F., MORLEY R. K., FINKELSTEIN A.: Lighting with paint. ACM Trans. Graph. (Proc. SIGGRAPH) 26, 2 (2007).
PELLACINI F., VIDIMČE K., LEFOHN A., MOHR A., LEONE M., WARREN J.: Lpics: A hybrid hardware-accelerated relighting engine for computer cinematography. ACM Trans. Graph. (Proc. SIGGRAPH) 24, 3 (2005), 464–470.
RAGAN-KELLEY J., KILPATRICK C., SMITH B. W., EPPS D., GREEN P., HERY C., DURAND F.: The lightspeed automatic interactive lighting preview system. ACM Trans. Graph. (Proc. SIGGRAPH) 26, 3 (2007).
TABELLION E., LAMORLETTE A.: An approximate global illumination system for computer generated films. ACM Trans. Graph. (Proc. SIGGRAPH) 23, 3 (2004), 469–476.
WARD G. J., RUBINSTEIN F. M., CLEAR R. D.: A ray tracing solution for diffuse interreflection. In SIGGRAPH’88 Proceedings (1988), pp. 85–92.