Dynamic range Physically Based Rendering. High dynamic range imaging. HDR image capture Exposure time from 30 s to 1 ms in 1-stop increments.

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1 Dynamic range Ambient luminance levels for some common lighting environments: 094 Physically Based Rendering Sun and Sky and Colour and Environment Maps Jeppe Revall Frisvad Condition Illumination cd/m ) Starlight Moonlight 0 Indoor lighting 0 Sunlight Maximum intensity of common monitors 0 June 08 Reference High dynamic range imaging Why doesn t the camera see what I see? The camera has a much smaller dynamic range several orders of magnitude measured in cd/m ). The part of the visible dynamic range captured by the camera is determined by the exposure time. Exposure time is usually changed in stops. A stop is a power-of-two exposure step half the exposure time if aperture is kept constant). High dynamic range imaging: Keep the camera still and take images at multiple exposures. Combine several low dynamic range images into one high dynamic range image HDR image capture). Map the high dynamic range image to a low dynamic range display tone reproduction). HDRI was once Hollywood s best kept secret [Bloch 007]. - Bloch C. The HDRI Handbook: High Dynamic Range Imaging for Photographers and CG Artists. Rocky ook 007. HDR image capture Exposure time from 30 s to ms in -stop increments. Combining to get high dynamic range: L ij k / f Z ij )wz ij ) wz ij ) t k k where Z ij are pixel values t k is exposure time w is a weighting function to tone down extreme pixel values and f is the camera response function. - Debevec P. E. and Malik J. Recovering high dynamic range radiance maps from photographs. In Proceedings of ACM SIGGRAPH 97 pp August 997.

2 Tone reproduction RGBE encoding the.hdr format) I RGBE RGBA left Linear mapping of all dynamic range. middle Linear mapping of lower 0.% of dynamic range. right Histogram adjustment [Ward et al. 997]. RW GW BW - Debevec P. E. and Malik J. Recovering high dynamic range radiance maps from photographs. In Proceedings of ACM SIGGRAPH 97 pp August Ward G. Rushmeier H. and Piatko C. A visibility matching tone reproduction operator for high dynamic range scenes. IEEE Transactions on Visualization and Computer Graphics 34) pp Light probes I The angular map Panoramic Format I The latitude-longitude map arccos Dz ) q r π Dx + Dy u v ) + rdx + rdy where Dx Dy Dz ) is the look-up direction into the environment map. RM E 8 56 GM E 8 56 BM E 8 56 u v Dx + arctan π Dz arccos Dy ) π where Dx Dy Dz ) is the look-up direction into the environment map. - Debevec P. Image-based lighting. IEEE Computer Graphics and Applications ) pp Pixar RenderMan Holdout Workflow:

3 Environment illumination The colour of the sky Z Lr x ω ~) fr x ω ~i ω ~ o )Li x ω ~ i ) cos θ dωi π ρd x) X V ~ ωj )Lenv ~ ωj ) cos θ ωj π j I Lenv ~ ωj ) is the radiance received from an environment map by look-up using ω ~j. I To cast shadows on the environment one can use the concept of holdouts: inserting geometry to model objects seen in the environment. I Holdout shading: L x ω ~ ) Lenv ~ ω) X V ~ ωj ) Esplanade Saint Clair Dunedin ew Zealand: Kamaole Beach Park II Maui Hawaii USA: j is number of samples or light sources. The atmosphere Rayleigh scattering I Quote from Lord Rayleigh [On the light from the sky its polarization and colour. Philosophical Magazine 4 pp ]: If I represent the intensity of the primary light after traversing a thickness x of the turbid medium we have 4 di ki λ dx where k is a constant independent of λ. On integration Reference - Bele m A. L. Modeling Physical and Biological Processes in Antarctic Sea Ice. PhD Thesis Fachbereich Biologie/Chemie der Universita t Bremen February 00. I I0 e kλ 4 x if I0 correspond to x 0 a law altogether similar to that of absorption and showing how the light tends to become yellow and finally red as the thickness of the medium increases.

4 Solar radiation Colorimetry - - XYZ gamut RGB gamut CRT/LCD monitor gamut CIE color matching functions R G B The chromaticity diagram Cλ) rλ) dλ V Cλ)ḡλ) dλ V Cλ) bλ) dλ V [Source: where V is the interval of visible wavelengths and Cλ) is the spectrum that we want to transform to RGB. Gamut mapping Gamut mapping is mapping one tristimulus color space to another. Gamut mapping is a linear transformation. Example: X R Y G. Z B R X G Y B Z Y in the XYZ color space is called luminance. Luminance is a measure of how light a scene appears. From the linear transformation above we have Y 0.6 R G B. Tone mapping Simplistic tone mapping: scale and gamma correct: R G B ) sr) /γ sg) /γ sb) /γ). where s and γ are user-defined parameters. The framework uses this: s is 0.03 for the sun and sky γ is.8 and is applied by pressing *. Another tone mapping operator Ferschin s exponential mapping): R G B ) e R ) /γ e G ) /γ e B ) /γ). This is useful for avoiding overexposed pixels. Other tone mapping operators use sigmoid functions based on the luminance levels in the scene [Reinhard et al. 00].

5 Analytical sky models [Preetham et al. 999] input parameters) Direct sunlight Solar declination angle: Solar position: ) πj 8) δ sin. 368 θ s π arcsin sin l sin δ cos l cos δ cos πt ) cos δ sin πt ) φ s arctan cos l sin δ sin l cos δ cos πt where J [ 365] is Julian day t is solar time and l is latitude. Assume the Sun is a diffuse emitter of total power W and the surface area is m. Calculate the radiance from the Sun to Earth. Assume the Sun is in zenith and the distance from Sun to Earth is.5 0 m. Find the solid angle subtended by the Sun as seen from Earth. How much energy is received on a cm patch on Earth? ote that the solid angle enables us to go from radiance to irradiance. The solar irradiance is useful for specifying a directional light resembling the Sun. Exercises Use a sky model for background colour. Implement the link between sky appearance and location on Earth latitude and longitude) day of year and time of day Julian day and solar time) and orientation scene angle with South). Use the model to set the RGB power of a directional light resembling the sun. Render a sequence of images where the bunny is on a green plane with the sun rising in front of it and setting behind it. Load a panoramic texture and use it as environment map. Use the sun model and implement a holdout shader to insert an object in the photographed environment.

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