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Spatially Varying Image Based Lighting by Light Probe Sequences, Capture, Processing and RenderingUnger, Jonas, Gustavson, Stefan, Ynnerman, Anders January 2007 (has links)
We present a novel technique for capturing spatially or temporally resolved light probe sequences, and using them for image based lighting. For this purpose we have designed and built a real-time light probe, a catadioptric imaging system that can capture the full dynamic range of the lighting incident at each point in space at video frame rates, while being moved through a scene. The real-time light probe uses a digital imaging system which we have programmed to capture high quality, photometrically accurate color images of 512×512 pixels with a dynamic range of 10000000:1 at 25 frames per second. By tracking the position and orientation of the light probe, it is possible to transform each light probe into a common frame of reference in world coordinates, and map each point and direction in space along the path of motion to a particular frame and pixel in the light probe sequence. We demonstrate our technique by rendering synthetic objects illuminated by complex real world lighting, first by using traditional image based lighting methods and temporally varying light probe illumination, and second an extension to handle spatially varying lighting conditions across large objects and object motion along an extended path.
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A web-based approach to image-based lighting using high dynamic range images and QuickTime object virtual realityCuellar, Tamara Melissa 10 October 2008 (has links)
This thesis presents a web-based approach to lighting three-dimensional
geometry in a virtual scene. The use of High Dynamic Range (HDR) images for the
lighting model makes it possible to convey a greater sense of photorealism than can be
provided with a conventional computer generated three-point lighting setup. The use of
QuickTime ™ Object Virtual Reality to display the three-dimensional geometry offers a
sophisticated user experience and a convenient method for viewing virtual objects over
the web. With this work, I generate original High Dynamic Range images for the
purpose of image-based lighting and use the QuickTime ™ Object Virtual Reality
framework to creatively alter the paradigm of object VR for use in object lighting. The
result is two scenarios: one that allows for the virtual manipulation of an object within a
lit scene, and another with the virtual manipulation of light around a static object. Future
work might include the animation of High Dynamic Range image-based lighting, with
emphasis on such features as depth of field and glare generation.
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Incident Light FieldsUnger, Jonas January 2009 (has links)
Image based lighting, (IBL), is a computer graphics technique for creating photorealistic renderings of synthetic objects such that they can be placed into real world scenes. IBL has been widely recognized and is today used in commercial production pipelines. However, the current techniques only use illumination captured at a single point in space. This means that traditional IBL cannot capture or recreate effects such as cast shadows, shafts of light or other important spatial variations in the illumination. Such lighting effects are, in many cases, artistically created or are there to emphasize certain features, and are therefore a very important part of the visual appearance of a scene. This thesis and the included papers present methods that extend IBL to allow for capture and rendering with spatially varying illumination. This is accomplished by measuring the light field incident onto a region in space, called an Incident Light Field, (ILF), and using it as illumination in renderings. This requires the illumination to be captured at a large number of points in space instead of just one. The complexity of the capture methods and rendering algorithms are then significantly increased. The technique for measuring spatially varying illumination in real scenes is based on capture of High Dynamic Range, (HDR), image sequences. For efficient measurement, the image capture is performed at video frame rates. The captured illumination information in the image sequences is processed such that it can be used in computer graphics rendering. By extracting high intensity regions from the captured data and representing them separately, this thesis also describes a technique for increasing rendering efficiency and methods for editing the captured illumination, for example artificially moving or turning on and of individual light sources.
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Environnements lumineux naturels en mode : Spectral et Polarisé. Modélisation, Acquisition, Simulation / Spectral and Polarized Natural Light EnvironmentPorral, Philippe 16 December 2016 (has links)
Dans le domaine de la synthèse d'image, la simulation de l'apparence visuelle des matériaux nécessite, la résolution rigoureuse de l'équation du transport de la lumière. Cela implique d'incorporer dans les modèles tous les éléments pouvant avoir une influence sur la luminance spectrale énergétique reçue par l'œil humain. La caractérisation des propriétés de réflectance des matériaux, encore sujette à de nombreuses recherches, est très évoluée. Cependant, l'utilisation de cartes d'environnement, pour simuler leurs comportements visuels restent essentiellement trichromatiques. Caractériser la lumière naturelle avec précision, est une interrogation ancienne et il n'existe pas aujourd'hui de cartes d'environnement comportant à la fois les informations de luminance spectrale énergétique et de polarisations correspondant à des ciels réels. Il nous est donc apparu nécessaire, de proposer à la communauté de l'informatique graphique des environnements lumineux complets exploitables dans un moteur de rendu adapté en conséquence.Dans ce travail, nous exploitons des résultats issus d'autres domaines scientifiques tels que la météorologie, la climatologie..., pour proposer un modèle de ciel clair, c'est-à-dire sans nuage.Toutes les situations réelles ne pouvant pas être abordées par cette méthode, nous développons et caractérisons un dispositif de capture d'environnement lumineux incorporant à la fois, la gamme dynamique de l'éclairage, la répartition spectrale et les états de polarisation.Nous proposons, dans le but de standardiser les échanges, un format de données utilisable dans un moteur de rendu spectral, exploitant le formalisme de "Stokes - Mueller". / In the field of computer graphics, the simulation of the visual appearance of materials requires, a rigorous solving of the light transport equation. This implies to incorporate into models all elements that can influence the spectral received by human eyes. The characterization of the reflectance properties of materials, still subject to many researches is very advanced. However, the uses of environment maps, to simulate their visual behaviors remain essentially trichromaticity. Characterize the natural light with precision, is an old question. Today, there are no environment maps, including both spectral radiance and polarization informations, corresponding to a real sky. It was therefore necessary for us to design and propose to the computer graphics community a full of bright environments exploitable in a rendering engine adapted accordingly. In this work, we use the results of other scientific fields as meteorology, climatology..., to propose a new model of clear sky. As all actual situations are not addressed by this method, we develop and characterize an environment capturing device both incorporating the light dynamic range, the spectral distribution and the polarization states.
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Iluminação baseada em séries temporais de imagens com aplicações em realidade mista / Time series image based lighting with mixed reality applicationsValente, Caio de Freitas 06 September 2016 (has links)
A estimação da iluminação é essencial para aplicações de realidade mista que se propõem a integrar elementos virtuais a cenas reais de maneira harmoniosa e sem a perda do realismo. Um dos métodos mais utilizados para fazer essa estimação é conhecido como iluminação baseada em imagens (Image Based Lighting - IBL), método que utiliza light probes para capturar a intensidade da iluminação incidente em uma cena. Porém, IBL estima a iluminação incidente apenas para um determinado instante e posição. Nesta dissertação, será avaliado um modelo de iluminação que utiliza séries temporais de imagens de light probes, obtidas de maneira esparsa em relação ao tempo, para renderizar cenas em instantes arbitrários. Novas cenas contendo objetos virtuais poderão ser renderizadas utilizando imagens de light probes artificiais, geradas a partir das amostras da iluminação originais. Diferentes funções de interpolação e aproximação são avaliadas para modelar o comportamento luminoso. As imagens finais produzidas pela metodologia também são verificadas por voluntários, de modo a determinar o impacto na qualidade de renderização em aplicações de realidade mista. Além da metodologia, foi desenvolvida uma ferramenta de software em forma de plugin para facilitar o uso de IBL temporalmente variável, permitindo assim a renderização realística de objetos virtuais para instantes arbitrários / Lighting estimation is essential for mixed reality applications that strive to integrate virtual elements into real scenes in a seamlessly fashion without sacrificing realism. A widely used method for lighting estimation is known as Image Based Lighting (IBL), which utilizes light probes to determine incident light intensity within a scene. However, IBL estimates light incidence only for a given time and position. In this dissertation, we assess a lighting model based on a time series of light probe images, obtained sparsely, to render scenes at arbitrary times. New scenes containing virtual objects can then be rendered by using artificial light probe images, which are generated from the original light samples. Different types of interpolation and approximation functions were evaluated for modeling lighting behavior. The resulting images were assessed for the impact in rendering quality for mixed reality applications by volunteers. In addition to the methodology, we also developed a software plugin to simplify the use of temporally variable IBL, allowing realistic rendering of virtual objects for arbitrary times
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Použití neuronových sítí pro generování realistických obrazů oblohy / Using neural networks to generate realistic skiesHojdar, Štěpán January 2019 (has links)
Environment maps are widely used in several computer graphics fields, such as realistic architectural rendering or computer games as sources of the light in the scene. Obtaining these maps is not easy, since they have to have both a high- dynamic range as well as a high resolution. As a result, they are expensive to make and the supply is limited. Deep neural networks are a widely unexplored research area and have been successfully used for generating complex and realistic images like human portraits. Neural networks perform well at predicting data from complex models, which are easily observable, such as photos of the real world. This thesis explores the idea of generating physically plausible environment maps by utilizing deep neural networks known as generative adversarial networks. Since a skydome dataset is not publicly available, we develop a scalable capture process with both low-end and high-end hardware. We implement a pipeline to process the captured data before feeding it to a network and extend an already existing network architecture to generate HDR environment maps. We then run a series of experiments to determine the quality of the results and uncover the directions of possible further research.
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HDR Light Probe Sequence Resampling for Realtime Incident Light Field RenderingLöw, Joakim, Ynnerman, Anders, Larsson, Per, Unger, Jonas January 2009 (has links)
This paper presents a method for resampling a sequence of high dynamic range light probe images into a representation of Incident Light Field (ILF) illumination which enables realtime rendering. The light probe sequences are captured at varying positions in a real world environment using a high dynamic range video camera pointed at a mirror sphere. The sequences are then resampled to a set of radiance maps in a regular three dimensional grid before projection onto spherical harmonics. The capture locations and amount of samples in the original data make it inconvenient for direct use in rendering and resampling is necessary to produce an efficient data structure. Each light probe represents a large set of incident radiance samples from different directions around the capture location. Under the assumption that the spatial volume in which the capture was performed has no internal occlusion, the radiance samples are projected through the volume along their corresponding direction in order to build a new set of radiance maps at selected locations, in this case a three dimensional grid. The resampled data is projected onto a spherical harmonic basis to allow for realtime lighting of synthetic objects inside the incident light field.
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Iluminação baseada em séries temporais de imagens com aplicações em realidade mista / Time series image based lighting with mixed reality applicationsCaio de Freitas Valente 06 September 2016 (has links)
A estimação da iluminação é essencial para aplicações de realidade mista que se propõem a integrar elementos virtuais a cenas reais de maneira harmoniosa e sem a perda do realismo. Um dos métodos mais utilizados para fazer essa estimação é conhecido como iluminação baseada em imagens (Image Based Lighting - IBL), método que utiliza light probes para capturar a intensidade da iluminação incidente em uma cena. Porém, IBL estima a iluminação incidente apenas para um determinado instante e posição. Nesta dissertação, será avaliado um modelo de iluminação que utiliza séries temporais de imagens de light probes, obtidas de maneira esparsa em relação ao tempo, para renderizar cenas em instantes arbitrários. Novas cenas contendo objetos virtuais poderão ser renderizadas utilizando imagens de light probes artificiais, geradas a partir das amostras da iluminação originais. Diferentes funções de interpolação e aproximação são avaliadas para modelar o comportamento luminoso. As imagens finais produzidas pela metodologia também são verificadas por voluntários, de modo a determinar o impacto na qualidade de renderização em aplicações de realidade mista. Além da metodologia, foi desenvolvida uma ferramenta de software em forma de plugin para facilitar o uso de IBL temporalmente variável, permitindo assim a renderização realística de objetos virtuais para instantes arbitrários / Lighting estimation is essential for mixed reality applications that strive to integrate virtual elements into real scenes in a seamlessly fashion without sacrificing realism. A widely used method for lighting estimation is known as Image Based Lighting (IBL), which utilizes light probes to determine incident light intensity within a scene. However, IBL estimates light incidence only for a given time and position. In this dissertation, we assess a lighting model based on a time series of light probe images, obtained sparsely, to render scenes at arbitrary times. New scenes containing virtual objects can then be rendered by using artificial light probe images, which are generated from the original light samples. Different types of interpolation and approximation functions were evaluated for modeling lighting behavior. The resulting images were assessed for the impact in rendering quality for mixed reality applications by volunteers. In addition to the methodology, we also developed a software plugin to simplify the use of temporally variable IBL, allowing realistic rendering of virtual objects for arbitrary times
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Real-time image based lighting with streaming HDR-light probe sequencesHajisharif, Saghi January 2012 (has links)
This work presents a framework for shading of virtual objects using high dynamic range (HDR) light probe sequences in real-time. The method is based on using HDR environment map of the scene which is captured in an on-line process by HDR video camera as light probes. In each frame of the HDR video, an optimized CUDA kernel is used to project incident lighting into spherical harmonics in realtime. Transfer coefficients are calculated in an offline process. Using precomputed radiance transfer the radiance calculation reduces to a low order dot product between lighting and transfer coefficients. We exploit temporal coherence between frames to further smooth lighting variation over time. Our results show that the framework can achieve the effects of consistent illumination in real-time with flexibility to respond to dynamic changes in the real environment. We are using low-order spherical harmonics for representing both lighting and transfer functionsto avoid aliasing.
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Extraction and Integration of Physical Illumination in Dynamic Augmented Reality EnvironmentsAlhakamy, A'aeshah A. 12 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Although current augmented, virtual, and mixed reality (AR/VR/MR) systems are facing advanced and immersive experience in the entertainment industry with countless media forms. Theses systems suffer a lack of correct direct and indirect illumination modeling where the virtual objects render with the same lighting condition as the real environment. Some systems are using baked GI, pre-recorded textures, and light probes that are mostly accomplished offline to compensate for precomputed real-time global illumination (GI). Thus, illumination information can be extracted from the physical scene for interactively rendering the virtual objects into the real world which produces a more realistic final scene in real-time. This work approaches the problem of visual coherence in AR by proposing a system that detects the real-world lighting conditions in dynamic scenes, then uses the extracted illumination information to render the objects added to the scene. The system covers several major components to achieve a more realistic augmented reality outcome. First, the detection of the incident light (direct illumination) from the physical scene with the use of computer vision techniques based on the topological structural analysis of 2D images using a live-feed 360-degree camera instrumented on an AR device that captures the entire radiance map. Also, the physics-based light polarization eliminates or reduces false-positive lights such as white surfaces, reflections, or glare which negatively affect the light detection process. Second, the simulation of the reflected light (indirect illumination) that bounce between the real-world surfaces to be rendered into the virtual objects and reflect their existence in the virtual world. Third, defining the shading characteristic/properties of the virtual object to depict the correct lighting assets with a suitable shadow casting. Fourth, the geometric properties of real-scene including plane detection, 3D surface reconstruction, and simple meshing are incorporated with the virtual scene for more realistic depth interactions between the real and virtual objects. These components are developed methods which assumed to be working simultaneously in real-time for photo-realistic AR. The system is tested with several lighting conditions to evaluate the accuracy of the results based on the error incurred between the real/virtual objects casting shadow and interactions. For system efficiency, the rendering time is compared with previous works and research. Further evaluation of human perception is conducted through a user study. The overall performance of the system is investigated to reduce the cost to a minimum.
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