CVPR 2001 Short Course
Image-based Lighting
Instructor:
Paul Debevec (USC Institute for Creative
Technologies)
Duration:
3.5 hours
ABSTRACT:
Using images
of real light to illuminate computer-generated scenes provides new levels of
realism and new avenues for creativity. This course teaches everything from the
theory behind the techniques to the nuts and bolts of using image-based
lighting in actual production with commercially available software. Topics
include high-dynamic range imagery (HDRI), lighting acquisition, illuminating
real and synthetic objects with measurements of real light, global
illumination, real-time techniques, and photoreal compositing.
EXPANDED
COURSE STATEMENT:
This
course will present recently developed techniques for realistically integrating
computer-generated imagery with live-action photography that use measurements
of real-world lighting to illuminate CG objects. The course will present
background material in high dynanmic range photography, global illumination,
and light reflection, and will describe both the theory and practice of
acquiring measurements of light in the real world and injecting this light into
computer animations. The techniques will be illustrated with detailed
breakdowns of the animations "Rendering with Natural Light" and
"Fiat Lux" and shots from recent feature films. Examples of applying
the techniques using commercial packages such as LightWave 3D will also be
presented. The course will conclude with an overview of techniques to extend
image-based lighting to people and objects in the real world.
PREREQUISITES:
Participants
should have basic knowledge of or experience with modeling and rendering in a
traditional modeling/rendering package, for example 3D Studio Max, LightWave
3D, Maya, or SoftImage, and be familiar with basic traditional CG lighting and
compositing. No advanced ray tracing or global illumination knowledge is
assumed.
TOPICS:
This
course will cover high-dynamic range photography, lighting acquisition,
image-based lighting and compositing, real-time techniques, and ongoing
research in illuminating real people and objects with sampled light. Use of the
techniques in actual productions and with particular software packages will be
explained. Additionally, the course will cover the basics of light reflection
and global illumination necessary for understanding the techniques presented.
OUTLINE:
0:00-0:45
1)
Introduction
What is image-based lighting?
How does it differ from traditional techniques?
2) An
Overview of How Light Works
What light is and how it is generated
How light reflects off of (and scatters through) surfaces
Specular, diffuse, retro-reflection, arbitrary BRDFs
Measuring BRDFs
How everything reflects everything else
Effects and examples of real-world light interreflection
How environmental illumination determines the appearance of an
object
3)
Global Illumination Overview
Basics of radiosity techniques
Basics of Monte-Carlo global illumination techniques
Introduction to the RADIANCE
global illumination package
4) How
Cameras measure light
Lenses, Shutters, Apertures, CCD arrays, and ADCs
Luminance response
Color response
Imperfections
Flare, chromatic abberration, vignetting
How to compensate for these imperfections
0:45-1:30
5)
Recovering High Dynamic Images (HDRI) from Photographs
Taking a series of photographs
Algorithm for deriving the response curve
Combining the photographs into a radiance map
Using the "mkhdr" program
to recover high dynamic range radiance maps from photographs
Viewing and Editing HDR imagery
Related paper:
"Recovering
High Dynamic Range Radiance Maps from Photographs", SIGGRAPH 97
6)
Recording Real-World Illumination
What to look for in a camera
Types of mirrored balls
Acquiring a light
probe image using a mirrored ball
Alternate light probe techniques
Panoramic camera techniques
Low-dynamic range techniques
Real-time light probes
Rendering synthetic probe images
7)
Illuminating Synthetic Objects with Real Light
Mapping a light probe image into a CG environment
Simulating light from the environment on the object
Converting light probe images to light source constellations
8)
Making "Rendering with
Natural Light" (SIGGRAPH 98 Electronic Theater)
Modeling the scene
Acquiring the light
Rendering the scene
Communicating the sense of brightness
Vignetting
Defocus and effects thereof
Motion Blur
Glare
Using the custom "pflare" RADIANCE program to produce
these effects
Re-rendering with Natural Light - creating the DVD edition
Improved sampling of curved surfaces
1:30-1:45
Break
1:45-2:10
9)
Rendering Synthetic Objects into Real Scenes
Computing shadows, reflections, caustics, and interreflections
Compositing into background plates
Differential Rendering
Rendering into image-based environments
Related paper:
10)Making
"Fiat Lux"
(SIGGRAPH 99 Electronic Theater)
Combining Image-Based Lighting with Image-Based Modeling and
Rendering
Creating "illum" light sources for direct lighting
Integrating animated objects
Avoiding interframe flickering
Reflectance property tricks to avoid sparkling
Inverse
global illumination for the floor of St. Peter's
Distributed rendering
2:10-2:35
11)Image-Based
Lighting with Commercial Renderers and in Commercial Production
Image-Based Lighting in Lightwave 3D 6.0
Image-Based Lighting in Standard Ray-Tracers (LightWave 5.5, BMRT)
Image-Based Lighting with Scanline Rendering
2:35-2:50
12)Overview
of real-time image-based lighting techniques
Environment Mapping (including history thereof)
Prefiltering techniques
What accuracy is lost?
Related papers:
Ned Greene, "Environment Mapping and Other Applications of
World Projections"
Gibson and Murta, "Interactive Rendering with Real-World
Illumination", EGRW 2000
2:50-3:30
13)Image-Based
Lighting Real Objects and Actors
Acquiring Reflectance Fields with a Light Stage
Illuminating reflectance fields
Real-time image-based lighting of human faces
Acquiring reflectance fields of objects
Combining with Environment Matting techniques
Reflectometry from reflectance fields and surface geometry
Related papers:
Debevec et al, "Acquiring the Reflectance
Field of the Human Face", SIGGRAPH 2000
Zongker et al, "Environment Matting", SIGGRAPH 99
CONTACT
INFORMATION
Paul Debevec
Executive Producer, Graphics Research
USC Institute for Creative Technologies
13274 Fiji Way, 5th Floor
Marina del Rey, CA 90292
Email :
paul@debevec.org
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