rendering synthetic objects into real scenes: bridging traditional and image-based graphics with...
TRANSCRIPT
Rendering Synthetic Rendering Synthetic Objects into Real Objects into Real Scenes:Scenes:Bridging Traditional and Image-Bridging Traditional and Image-based Graphics with Global based Graphics with Global Illumination and High Dynamic Illumination and High Dynamic Range PhotographyRange PhotographyPaul Debevec, University of California at Berkley
MotivationMotivation
Visual EffectsVisual Effects– Adding synthetic actors/propsAdding synthetic actors/props
Architectural simulationArchitectural simulation– Adding buildings to landscapesAdding buildings to landscapes
Related WorkRelated Work
Previous methods used to insert Previous methods used to insert synthetic objects into real scenessynthetic objects into real scenes– DrawingDrawing– Environment mappingEnvironment mapping– Approximate geometric model and Approximate geometric model and
lightinglighting Global illumination algorithmsGlobal illumination algorithms Recovery of HDR radiance maps Recovery of HDR radiance maps
from photographsfrom photographs
Related WorkRelated Work
High Dynamic Range refers to the High Dynamic Range refers to the range of brightness values present in a range of brightness values present in a scenescene
Eyes, photos, displays, all capture a Eyes, photos, displays, all capture a limited, non-linear rangelimited, non-linear range
Everyday brightness range (about 1012:1)
1000:1 100:1
Source: Microsoft Developers Network
Related WorkRelated Work
Why is this a Why is this a problem?problem?
Limited brightness Limited brightness range results in lost range results in lost scene detail from scene detail from saturation and/or saturation and/or underexposureunderexposure
OK for traditional OK for traditional image useimage use
Photos from OpenEXR by LucasFilm, LTD. http://www.openexr.com/samples.html
Related WorkRelated Work
What about image-based lighting?What about image-based lighting?– Photo pixel values are not Photo pixel values are not
representative of relative Radiance in representative of relative Radiance in the scenethe scene
Images by Paul Debevec, 98
Related WorkRelated Work
Solution: Take multiple photos with Solution: Take multiple photos with varying shutter speeds and ‘combine’ varying shutter speeds and ‘combine’ somehow to create accurate relative somehow to create accurate relative radiance mapsradiance maps
Images by Paul Debevec, 98
Related WorkRelated Work
Is HDR really important?Is HDR really important?
MethodMethod
Divide the scene into three partsDivide the scene into three parts
MethodMethod
Distant SceneDistant Scene– Light-based modelLight-based model– Required to provide correct incident Required to provide correct incident
illumination to local/synthetic illumination to local/synthetic objects from desired viewpointobjects from desired viewpoint
– Assumed that no light from the Assumed that no light from the model will affect the distant scenemodel will affect the distant scene
– Any level of geometric detail wantedAny level of geometric detail wanted
MethodMethod
Local SceneLocal Scene– Material-based model (has BRDF)Material-based model (has BRDF)– Must approximate the real scene local Must approximate the real scene local
to the position of the synthetic to the position of the synthetic objectsobjects
– ‘‘Local’ means photometrically localLocal’ means photometrically local– ‘‘Approximate’ means geometrically Approximate’ means geometrically
AND photometrically representative AND photometrically representative of the real sceneof the real scene
MethodMethod
Synthetic ObjectsSynthetic Objects– Complete materials-based models of Complete materials-based models of
elements that are to be inserted into elements that are to be inserted into the scenethe scene
– Geometric and lighting informationGeometric and lighting information– Any shape and material supported Any shape and material supported
by the global illumination method by the global illumination method that you plan to usethat you plan to use
MethodMethod
Compositing using Compositing using a light probea light probe– One method to One method to
create the distant create the distant scene from a real scene from a real locationlocation
– Uses a metal Uses a metal sphere and a sphere and a camera to gather camera to gather light from a pointlight from a point
MethodMethod
Compositing using Compositing using a light probea light probe– This light is This light is
mapped onto the mapped onto the distant scene distant scene geometry and geometry and used to calculate used to calculate the lightingthe lighting
– Lighting is Lighting is calculated with calculated with global illuminationglobal illumination
MethodMethod
ResultsResults
MethodMethod
Problem with the current Problem with the current definition of the local scenedefinition of the local scene– We said that it must approximate We said that it must approximate
the material of the real scenethe material of the real scene– It can be really hard to get the It can be really hard to get the
BRDF/material of a real object!BRDF/material of a real object!– Can we modify the local scene so it Can we modify the local scene so it
doesn’t require this?doesn’t require this?
MethodMethod
Local Scene 2 (Differential Local Scene 2 (Differential Rendering)Rendering)– Approximate the material of the Approximate the material of the
scene to within reason (not exact)scene to within reason (not exact)– Render with and without your Render with and without your
synthetic objects and calculate the synthetic objects and calculate the differencedifference
– Add that difference back into the Add that difference back into the original imageoriginal image
MethodMethod
Difference between local scene render with Difference between local scene render with and without synthetic objectsand without synthetic objects
-
=
ResultsResults
ConclusionConclusion
This paper presented a framework This paper presented a framework for rendering synthetic objects into for rendering synthetic objects into real world environments with real real world environments with real lightinglighting– High Dynamic Range radiance mapsHigh Dynamic Range radiance maps– Global IlluminationGlobal Illumination– Distant and local scenes, synthetic Distant and local scenes, synthetic
objectsobjects– Differential renderingDifferential rendering
Future WorkFuture Work
Method to generate boundary Method to generate boundary between distant and local scenebetween distant and local scene
More efficient global illuminationMore efficient global illumination
CommentsComments
ProsPros– Open frameworkOpen framework– Good resultsGood results
ConsCons– Hard to decide what local scene Hard to decide what local scene
should be!should be!– Local scene can be very complicatedLocal scene can be very complicated