Image-Based Lighting © Eirik Holmøyvik adapted by Klaus Mueller, added some slides from Jian Huang, UTK Slides from Alexei Efros and Paul Debevec cs129: Computational Photography James Hays, Brown, Spring 2011 Inserting Synthetic Objects Why does this look so bad? • Wrong orientation • Wrong lighting • No shadows Environment Maps Simple solution for shiny objects • Models complex lighting as a panoramic image • i.e. amount of radiance coming in from each direction • A plenoptic function!!! Environment Mapping projector function converts reflection vector (x, y, z) to texture image (u, v) Reflected ray: r=2(n·v)n-v viewer n v r reflective surface environment texture image Texture is transferred in the direction of the reflected ray from the environment map onto the object What is in the map? What approximations are made? The map should contain a view of the world with the point of interest on the object as the Center of Projection • We can’t store a separate map for each point, so one map is used with the COP at the center of the object • Introduces distortions in the reflection, but we usually don’t notice • Distortions are minimized for a small object in a large room The object will not reflect itself! Environment Maps The environment map may take various forms: • Cubic mapping • Spherical mapping • other Describes the shape of the surface on which the map “resides” Determines how the map is generated and how it is indexed Cubic Mapping The map resides on the surfaces of a cube around the object • Typically, align the faces of the cube with the coordinate axes To generate the map: • For each face of the cube, render the world from the center of the object with the cube face as the image plane – Rendering can be arbitrarily complex (it’s off-line) • Or, take 6 photos of a real environment with a camera in the object’s position To use the map: • Index the R ray into the correct cube face • Compute texture coordinates Cubic Map Example Calculating the Reflection Vector Normal vector of the surface : N Incident Ray : I Reflection Ray: R N,I,R all normalized R = I -2 N ( N . I ) The texture coordinate is based on the reflection vector Assuming the origin of the vector is always in the center of the cube environment map Indexing Cubic Maps Assume you have R and the cube’s faces are aligned with the coordinate axes, and have texture coordinates in [0,1]x[0,1] • How do you decide which face to use? • Use the reflection vector coordinate with the largest magnitude (0.3, 0.2, 0.8) face in +z direction Indexing Cubic Maps How do you decide which texture coordinates to use? • Divide by the coordinate with the largest magnitude • Now ranging [-1,1] • Remapped to a value between 0 and 1. (0.3,0.2,0.8) ((0.3/0.8 +1)*0.5, ((0.2/0.8 +1)*0.5) = (0.6875, 0.625) A Sphere Map • A mapping between the reflection vector and a circular texture • Prepare an image/texture in which the environment is mapped onto a sphere Sphere Mapping To generate the map: • • Take a photograph of a shiny sphere Mapping a cubic environment map onto a sphere For synthetic scenes, you can use ray tracing Sphere Map Compute the reflection vector at the surface of the object Find the corresponding texture on the sphere map Use the texture to color the surface of the object Indexing Sphere Maps Given the reflection vector R (Rx,Ry,Rz) R 1 u x , 2 m2 R 1 y v 2 m2 2 2 R m R R 1 x y z 2 • (u,v) on the spherical map 0u,v 1 Indexing Sphere Maps The normal vector is the sum of the reflection vector and the eye vector N (R 1 ) x,R y,R z 2 2 Rz 1 m R x R y 2 Normalization of the vector gives 2 m Rx2 Ry2 Rz 1 R R 1 y R x z n m, m, m Rx Ry Rz 1 n m, m, m If the normal is on a sphere of radius 1, its x, y coordinates are also location on the sphere map Finally converting them to make their range [0,1] R 1 u x , 2 m2 R 1 y v 2 m2 2 2 R m R R 1 x y z 2 Non-linear Mapping Problems: • Highly non-uniform sampling • Highly non-linear mapping Linear interpolation of texture coordinates picks up the wrong texture pixels • Do per-pixel sampling or use high resolution polygons • Can only view from one direction Correct Linear Example What about real scenes? From Flight of the Navigator What about real scenes? from Terminator 2 Real environment maps We can use photographs to capture environment maps How do we deal with light sources? Sun, lights, etc? • They are much much brighter than the rest of the enviarnment User High Dynamic Range photography, of course! Several ways to acquire environment maps: • Stitching mosaics • Fisheye lens • Mirrored Balls Stitching HDR mosaics http://www.gregdowning.com/HDRI/stitched/ Scanning Panoramic Cameras Pros: very high res (10K x 7K+) Full sphere in one scan – no stitching Good dynamic range, some are HDR Issues: More expensive Scans take a while Companies: Panoscan, Sphereon Fisheye Images Mirrored Sphere Sources of Mirrored Balls 2-inch chrome balls ~ $20 ea. McMaster-Carr Supply Company www.mcmaster.com 6-12 inch large gazing balls Baker’s Lawn Ornaments www.bakerslawnorn.com Hollow Spheres, 2in – 4in Dube Juggling Equipment www.dube.com FAQ on www.debevec.org/HDRShop/ 0.34 Calibrating Mirrored Sphere Reflectivity => 59% Reflective 0.58 Real-World HDR Lighting Environments Funston Beach Eucalyptus Grove Uffizi Gallery Grace Cathedral Lighting Environments from the Light Probe Image Gallery: http://www.debevec.org/Probes/ Acquiring the Light Probe Assembling the Light Probe Not just shiny… We have captured a true radiance map We can treat it as an extended (e.g spherical) light source Can use Global Illumination to simulate light transport in the scene So, all objects (not just shiny) can be lighted What’s the limitation? Illumination Results Comparison: Radiance map versus single image Putting it all together Synthetic Objects + Real light! CG Objects Illuminated by a Traditional CG Light Source Paul Debevec. A Tutorial on Image-Based Lighting. IEEE Computer Graphics and Applications, Jan/Feb 2002. Rendering with Natural Light SIGGRAPH 98 Electronic Theater RNL Environment mapped onto interior of large cube MOVIE! Illuminating a Small Scene We can now illuminate synthetic objects with real light. How do we add synthetic objects to a real scene? Real Scene Example Goal: place synthetic objects on table Light Probe / Calibration Grid Modeling the Scene light-based model real scene The Light-Based Room Model Modeling the Scene light-based model local scene synthetic objects real scene The Lighting Computation distant scene (light-based, unknown BRDF) synthetic objects (known BRDF) local scene (estimated BRDF) Rendering into the Scene Background Plate Rendering into the Scene Objects and Local Scene matched to Scene Differential Rendering Local scene w/o objects, illuminated by model Differential Rendering (2) Difference in local scene - = Differential Rendering Add differences to images -- Final Result 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 represented—present 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 High-Dynamic Range Photography HDR images IMAGE-BASED LIGHTING IN FIAT LUX Paul Debevec, Tim Hawkins, Westley Sarokin, H. P. Duiker, Christine Cheng, Tal Garfinkel, Jenny Huang SIGGRAPH 99 Electronic Theater HDR Image Series 2 sec 1/4 sec 1/30 sec 1/250 sec 1/2000 sec 1/8000 sec Stp1 Panorama Assembled Panorama Light Probe Images Capturing a Spatially-Varying Lighting Environment The Movie