Photorealistic rendering of scenes with physically-based sky light - - PowerPoint PPT Presentation

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Photorealistic rendering of scenes with physically-based sky light - - PowerPoint PPT Presentation

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


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Photorealistic rendering of scenes with physically-based sky light

Fredrik Lanker & Andreas Agvard

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Background

  • Realistic computer graphics
  • Movies
  • Games
  • Laws of physics
  • Models and numerical solutions
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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.
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Why HDR?

Image from the CAVE (Columbia Automated Vision Environment) Lab

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Multiple exposures

Images from the CAVE (Columbia Automated Vision Environment) Lab

+ + + + = +

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Why HDR?

Image from the CAVE (Columbia Automated Vision Environment) Lab

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Light probes

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Light probes

From Debevec and Lemmon, SIGGRAPH 2001 Course #14 - Image-Based Lighting

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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

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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

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Real-time version

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Real-time version

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Light probe rendering

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Light scattering

Rayleigh Mie

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Ray marching

  • Ln(x, w) = Lsegment + e-σt(x)ΔxLn+1(x+wΔx, w)
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Ray marching cont.

  • Single scattering

Lsegment = Lsun(x,w’)p(x,w,w’)σs(x) Δx

  • Multiple scattering

Lsegment = Lsun(x,w’)p(x,w,w’)σs(x) Δx + ΣLmult

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Glare – scotopic PSF

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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
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Clouds

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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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