220 likes | 252 Views
This paper explores a method for seamlessly integrating synthetic objects into real-world scenes with accurate lighting, utilizing High Dynamic Range (HDR) radiance maps and Global Illumination. The process involves dividing the scene into distant and local parts, generating accurate lighting for synthetic objects, and employing a differential rendering approach. The framework presented aims to bridge traditional graphics with image-based techniques, offering a comprehensive solution for enhancing visual effects, architectural simulation, and more.
E N D
Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-based Graphics with Global Illumination and High Dynamic Range Photography Paul Debevec, University of California at Berkley
Motivation • Visual Effects • Adding synthetic actors/props • Architectural simulation • Adding buildings to landscapes
Related Work • Previous methods used to insert synthetic objects into real scenes • Drawing • Environment mapping • Approximate geometric model and lighting • Global illumination algorithms • Recovery of HDR radiance maps from photographs
Related Work • High Dynamic Range refers to the range of brightness values present in a scene • Eyes, photos, displays, all capture a limited, non-linear range 1000:1 100:1 Everyday brightness range (about 1012:1) Source: Microsoft Developers Network
Related Work • Why is this a problem? • Limited brightness range results in lost scene detail from saturation and/or underexposure • OK for traditional image use Photos from OpenEXR by LucasFilm, LTD. http://www.openexr.com/samples.html
Related Work • What about image-based lighting? • Photo pixel values are not representative of relative Radiance in the scene Images by Paul Debevec, 98
Related Work • Solution: Take multiple photos with varying shutter speeds and ‘combine’ somehow to create accurate relative radiance maps Images by Paul Debevec, 98
Related Work • Is HDR really important?
Method • Divide the scene into three parts
Method • Distant Scene • Light-based model • Required to provide correct incident illumination to local/synthetic objects from desired viewpoint • Assumed that no light from the model will affect the distant scene • Any level of geometric detail wanted
Method • Local Scene • Material-based model (has BRDF) • Must approximate the real scene local to the position of the synthetic objects • ‘Local’ means photometrically local • ‘Approximate’ means geometrically AND photometrically representative of the real scene
Method • Synthetic Objects • Complete materials-based models of elements that are to be inserted into the scene • Geometric and lighting information • Any shape and material supported by the global illumination method that you plan to use
Method • Compositing using a light probe • One method to create the distant scene from a real location • Uses a metal sphere and a camera to gather light from a point
Method • Compositing using a light probe • This light is mapped onto the distant scene geometry and used to calculate the lighting • Lighting is calculated with global illumination
Method • Results
Method • Problem with the current definition of the local scene • We said that it must approximate the material of the real scene • It can be really hard to get the BRDF/material of a real object! • Can we modify the local scene so it doesn’t require this?
Method • Local Scene 2 (Differential Rendering) • Approximate the material of the scene to within reason (not exact) • Render with and without your synthetic objects and calculate the difference • Add that difference back into the original image
Method • Difference between local scene render with and without synthetic objects - =
Conclusion • This paper presented a framework for rendering synthetic objects into real world environments with real lighting • High Dynamic Range radiance maps • Global Illumination • Distant and local scenes, synthetic objects • Differential rendering
Future Work • Method to generate boundary between distant and local scene • More efficient global illumination
Comments • Pros • Open framework • Good results • Cons • Hard to decide what local scene should be! • Local scene can be very complicated