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Real-time Dynamic HDR Based Lighting in a Static Environment

Real-time Dynamic HDR Based Lighting in a Static Environment. Marcus Hennix Daniel Johansson Gunnar Johansson Martin Wassborn. The problem?. Lighting an object using HDR maps require the object to be fixed Light information only valid in the vicinity of the light probe. Proposed solution.

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Real-time Dynamic HDR Based Lighting in a Static Environment

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  1. Real-time Dynamic HDR Based Lighting in a Static Environment Marcus Hennix Daniel Johansson Gunnar Johansson Martin Wassborn

  2. The problem? • Lighting an object using HDR maps require the object to be fixed • Light information only valid in the vicinity of the light probe

  3. Proposed solution • Using standard morphing techniques with modern real-time HDR lighting • Combining multiple light probes at different locations • Must have correct occlusion of light

  4. Related work • All Debevec papers • Lucia Darsa – “Navigating Static Environments” • View morphing papers

  5. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method • Generating images with depth info • Loading data (HDR) • Triangulation • Render to cube map • Multiple rendering passes for visual effects

  6. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (1 - Scene) • Render a Cube Map with high dynamic range in 3dsmax/Brazil • Fake real depth information by using standard environment fog • Create an exporter script in 3dsmax to export dynamic lit objects

  7. HDR Image + depth

  8. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (2 – Loading files) • HDR file format • The file format used in labs doesn’t encode RLE (used in HDR shop) • Performs gamma correction to approximate camera curve

  9. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (3 – Extracting depth) • Depth buffer image generated by 3dsmax • Need to handle perspective projection • Near & far clip plane, field of view… • Fog!

  10. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (4 – Triangulation) • Triangulation possible using depth maps • Performs an inverse projection into view space • Recursive, very simple solution • Yields geometry and texture coordinates

  11. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (5 – Rendering) • Render geometry to Cube Map • Render Cube Map & Synthetic objects • Cg Shaders (bloom, materials etc.) • Pixel Buffers

  12. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (6 – Rendering) • Final image rendered • Auto exposure

  13. Implementation • ~5000 lines of C code • OpenGL • Cg Shading Language • ARB Vertex & Fragment shaders • MS Visual Studio .NET • ATI Radeon 9500 at least • Possibly geForce FX

  14. Demo

  15. Future Work • Combining multiple light probes not yet implemented – hard problem • Applying real life photographs with depth info

  16. Questions?

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