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Computer Graphics

Inf4/MSc

Computer Graphics
Lecture Notes #16
Image-Based Lighting

Computer Graphics
Inf4/MSc

Global Illumination and


Based Lighting

Image-

Traditional Computer Graphics involves:


Modelling with matter: geometry with reflectance
properties.
Image-Based Lighting allows:
Combination of real and synthetic graphics with
consistent illumination, using images as light sources.
Extension of Environment mapping

13/11/2007

Computer Graphics
Inf4/MSc

Environment Mapping

Computing the color according to the


reflection vector
No self-shadowing, no inter-reflection

Computer Graphics
Inf4/MSc

Image Based Lighting

Add models or objects to scenes and allow


them to be manipulated in the scenes.
Modelling with light allows added objects
to be illuminated consistent with image
existent lighting - photorealistic inclusions.
We start with the answer by finding the
scene illumination.
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Computer Graphics
Inf4/MSc

Image Based Lighting

Real Scene

(all pictures P. Debevec 98-99)

Goal: place synthetic objects on table


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Computer Graphics
Inf4/MSc

Extracting scene lighting

Capture illumination using illumination


sphere

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Computer Graphics
Inf4/MSc

Image Based Lighting

Real scene
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Computer Graphics
Inf4/MSc

Image Based Lighting


captured illumination field

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Computer Graphics
Inf4/MSc

Image Based Lighting


light based model

synthetic objects
local scene

Real scene
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Computer Graphics
Inf4/MSc

Image Based Lighting

Use global illumination - compute effects of


synthetic objects on local scene
light based model

synthetic objects (brdf known)


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local scene (brdf estimated)


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Computer Graphics
Inf4/MSc

Image Based Lighting

Render into the scene

background

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Computer Graphics
Inf4/MSc

Image Based Lighting

Render synthetic objects

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Computer Graphics
Inf4/MSc

Image Based Lighting

Effect of local scene on real scene

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Computer Graphics
Inf4/MSc

Image Based Lighting

Add differences to image

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Computer Graphics
Inf4/MSc

Some more results

Computer Graphics
Inf4/MSc

Light Probe Images


Spherical Environment Maps
In most digital images, pixel values
arent proportional to the light levels
in the scene.
light levels are encoded nonlinearly so they
appear either more correctly or more pleasingly
on CRTs

Computer Graphics
Inf4/MSc

High-Dynamic Range
Photography

Standard digital images typically represent


only a small fraction of the dynamic range
the ratio between the dimmest and brightest
regions accurately representedpresent in
most realworld lighting environments.
The bright light saturates the pixel colour
Need a high dynamic range image which can
be produced by combining images of
different shutter speed

Computer Graphics
Inf4/MSc

High-Dynamic Range
Photography

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Inf4/MSc

HDR images

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Inf4/MSc

Computer Graphics
Inf4/MSc

Comparison: Radiance map


versus single image

Computer Graphics
Inf4/MSc

Eyes For Relighting

Extracting environment maps from eyes for use in


integrating and relighting scenes
Apply IBL to the 3D objects added into the image

http://www.youtube.com/watch?v=MllTSofXt8E

Computer Graphics
Inf4/MSc

Shape from Shading

Obtaining the 3D shape from an image


Assuming Lambertian reflection
Can recover the normal vector if we cast the
Example: sphere
light from 3 different directions
(lit from left)
N

L
Object

L
cos(L, n)
n Lx nx Ly n y Lz nz
L

Computer Graphics
Inf4/MSc

Integrate the normals


over the surface to
compute the 3D surface
We can also estimate
the colour information
and use this for texture

Surface inserted into new scenes

Computer Graphics
Inf4/MSc

lit according to the global illumination of that scene.


This illumination can of course come from eyes!

Computer Graphics
Inf4/MSc

Acquiring the Reflectance Field of a


Human Face
Simulating reflectance on human faces
requires a lot of effort and computation
Need to acquire the reflectance model
Subsurface scattering

Instead of simulating the global


illumination, we can simply illuminate the
face by real-lights from different directions
Creating images of arbitrary light
conditions by combining the captured data

Computer Graphics
Inf4/MSc

The Light Stage:


60-second
exposure

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Inf4/MSc

Light Stage Data

Original
Resolution:
6432

Lighting through image recombination: Haeberli 92, Nimeroff 94, Wong 97

Computer Graphics
Inf4/MSc

Reflectance Functions

Computer Graphics
Inf4/MSc

Lighting Reflectance Functions

normalized
light map

reflectance
function

lighting
product

rendered
pixel

Computer Graphics
Inf4/MSc

References

Rendering Synthetic Objects into Real


Scenes, SIGGRAPH 98
Acquiring the Reflectance Field of a
Human Face, SIGGRAPH 2000
http://www.debevec.org
Eyes For Relighting, Nishino SIGGRAPH
2004
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