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Photorealistic rendering of scenes with physically-based sky light Fredrik Lanker & Andreas Agvard Background Realistic computer graphics Movies Games Laws of physics Models and numerical solutions Objectives Be


  1. Photorealistic rendering of scenes with physically-based sky light Fredrik Lanker & Andreas Agvard

  2. Background • Realistic computer graphics • Movies • Games • Laws of physics • Models and numerical solutions

  3. Objectives • Be able to calculate the correct position of the Sun, the Moon and the stars in the sky. • Be able to compute and, in real time, visualize an approximative sky given a time and position on Earth. • Be able to render a physically correct sky with both single and multiple scattering and to present this as a light probe that can be used to simulate a sky in a 3d scene. • Be able to render a simple scene using our light probe. • Be able to postprocess the rendered scene to simulate the human vision, e.g. tone mapping and glare effects. • If time allows, be able to simulate clouds and use them in our system.

  4. Why HDR? Image from the CAVE (Columbia Automated Vision Environment) Lab

  5. Multiple exposures + + + + + = Images from the CAVE (Columbia Automated Vision Environment) Lab

  6. Why HDR? Image from the CAVE (Columbia Automated Vision Environment) Lab

  7. Light probes

  8. Light probes From Debevec and Lemmon, SIGGRAPH 2001 Course #14 - Image-Based Lighting

  9. Our model • Two parts — a real-time version and a light probe renderer • Stand alone application not a module or a part of a renderer

  10. Position computations • Calculate positions in ecliptic coordinates (longitude, latitude), independent of viewer’s position • Convert from ecliptic coordinates to equatorial coordinates (right ascension, declination), still independent of viewer’s position • Convert from equatorial coordinates to horizontal coordinates (altitude, azimuth), depends of viewer’s position

  11. Real-time version

  12. Real-time version

  13. Light probe rendering

  14. Light scattering Rayleigh Mie

  15. Ray marching • L n (x, w) = L segment + e -σ t (x)Δx L n+1 (x+wΔx, w)

  16. Ray marching cont. • Single scattering L segment = L sun (x,w’)p(x,w,w’)σ s (x) Δx • Multiple scattering L segment = L sun (x,w’)p(x,w,w’)σ s (x) Δx + ΣL mult

  17. Glare – scotopic PSF

  18. Tone mapping • Simple tone mappers such as linear and logarithmic, suffers from clamping artifacts • We use exposure tone mapping,1 - e -color*exposure • More advanced methods were tested, Reinhard, Ashikhmin

  19. Clouds

  20. Objectives • Be able to calculate the correct position of the various objects in the sky. • Be able to compute and, in real time, visualize an approximative sky given a time and position on Earth. • Be able to render a physically correct sky with both single and multiple scattering and to present this as a light probe that can be used to simulate a sky in a 3d scene. • Be able to render a simple scene using our light probe. • Be able to postprocess the rendered scene to simulate the human vision, e.g. tone mapping and glare effects. • If time allows, be able to simulate clouds and use them in our system.

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