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Global Illumination and Image-Based Lighting
Global Illumination and Image-Based Lighting
Global Illumination and Image-Based Lighting
Global Illumination and Image-Based Lighting
Environment Mapping
Environment Mapping
Environment Mapping
Environment Mapping
Environment Mapping
Environment Mapping
Extracting scene lighting
Extracting scene lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Image Based Lighting
Some more results
Some more results
Some more results
Some more results
Some more results
Some more results
Light Probe Images
Light Probe Images
High-Dynamic Range Photography
High-Dynamic Range Photography
HDR images
HDR images
Computer Graphics
Computer Graphics
Computer Graphics
Computer Graphics
Computer Graphics
Computer Graphics
Comparison: Radiance map versus single image
Comparison: Radiance map versus single image
Eyes For Relighting
Eyes For Relighting
Integrate the normals over the surface to compute the 3D surface We
Integrate the normals over the surface to compute the 3D surface We
Surface inserted into new scenes
Surface inserted into new scenes
The Light Stage: 60-second exposure
The Light Stage: 60-second exposure
Light Stage Data
Light Stage Data
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
Reflectance Functions
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Computer Graphics

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1Computer Graphics. Lecture Notes #16 17dynamic range—the ratio between the
Image-Based Lighting. dimmest and brightest regions accurately
2Global Illumination and Image-Based represented—present in most realworld
Lighting. Traditional Computer Graphics lighting environments. The bright light
involves: Modelling with matter: geometry saturates the pixel colour Need a high
with reflectance properties. Image-Based dynamic range image which can be produced
Lighting allows: Combination of real and by combining images of different shutter
synthetic graphics with consistent speed.
illumination, using images as light 18High-Dynamic Range Photography.
sources. Extension of Environment mapping. 19HDR images.
13/11/2007. 2. 20
3Environment Mapping. Computing the 21Comparison: Radiance map versus single
color according to the reflection vector image.
No self-shadowing, no inter-reflection. 22Eyes For Relighting. Extracting
4Image Based Lighting. Add models or environment maps from eyes for use in
objects to scenes and allow them to be integrating and relighting scenes Apply
manipulated in the scenes. Modelling with IBL to the 3D objects added into the image
light allows added objects to be http://www.youtube.com/watch?v=MllTSofXt8E
illuminated consistent with image existent 23Shape from Shading. Obtaining the 3D
lighting - photorealistic inclusions. We shape from an image Assuming Lambertian
start with the answer by finding the scene reflection Can recover the normal vector
illumination. 13/11/2007. 4. if we cast the light from 3 different
5Image Based Lighting. Real Scene Goal: directions. N. ? L. Example: sphere (lit
place synthetic objects on table. (all from left)?
pictures P. Debevec 98-99)? 13/11/2007. 5. 24Integrate the normals over the surface
6Extracting scene lighting. Capture to compute the 3D surface We can also
illumination using illumination sphere. estimate the colour information and use
13/11/2007. 6. this for texture.
7Image Based Lighting. Real scene. 25Surface inserted into new scenes. lit
13/11/2007. 7. according to the global illumination of
8Image Based Lighting. captured that scene. This illumination can of
illumination field. 13/11/2007. 8. course come from eyes!
9Image Based Lighting. light based 26Acquiring the Reflectance Field of a
model. synthetic objects. local scene. Human Face. Simulating reflectance on
Real scene. 13/11/2007. 9. human faces requires a lot of effort and
10Image Based Lighting. Use global computation Need to acquire the
illumination - compute effects of reflectance model Subsurface scattering
synthetic objects on local scene. light Instead of simulating the global
based model. synthetic objects (brdf illumination, we can simply illuminate the
known)? local scene (brdf estimated)? face by real-lights from different
13/11/2007. 10. directions Creating images of arbitrary
11Image Based Lighting. Render into the light conditions by combining the captured
scene. background. 13/11/2007. 11. data.
12Image Based Lighting. Render synthetic 27The Light Stage: 60-second exposure.
objects. 13/11/2007. 12. 28Light Stage Data. Lighting through
13Image Based Lighting. Effect of local image recombination: Haeberli ‘92,
scene on real scene. 13/11/2007. 13. Nimeroff ‘94, Wong ‘97. Original
14Image Based Lighting. Add differences Resolution: 64?32.
to image. 13/11/2007. 14. 29Reflectance Functions.
15Some more results. 30Lighting Reflectance Functions.
16Light Probe Images. Spherical normalized light map. reflectance
Environment Maps In most digital images, function. lighting product. rendered
pixel values aren’t proportional to the pixel.
light levels in the scene. light levels 31References. Rendering Synthetic
are encoded nonlinearly so they appear Objects into Real Scenes, SIGGRAPH 98
either more correctly or more pleasingly Acquiring the Reflectance Field of a Human
on CRTs. Face, SIGGRAPH 2000 http://www.debevec.org
17High-Dynamic Range Photography. Eyes For Relighting, Nishino SIGGRAPH
Standard digital images typically 2004. 13/11/2007. 31.
represent only a small fraction of the
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Computer Graphics

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