High Dynamic Range Image Texture Mapping based on VRML

Size: px
Start display at page:

Download "High Dynamic Range Image Texture Mapping based on VRML"

Transcription

1 High Dynamic Range Image Texture Mapping based on VRML Sung-Ye Kim and Byoung-Tae Choi 3D Graphics Research Team, Virtual Reality Research and Development Department, Computer Software Research Laboratory, Electronics and Telecommunications Research Institute, 161 Gajeong-dong, Yuseong-gu, Daejeon, , Korea {inside, Abstract. In this paper, we describe a technique for representing and displaying high dynamic range image (HDRI) as a texture map in VRML structure. To do this, we designed and implemented extended texture nodes for supporting HDRI in VRML and developed HDRI-based mapping tool that can be used for authoring objects with HDR image as a texture data. Even though the authoring result of our tool is not identical with standard VRML format exactly, it is good enough to be used in virtual world. To verify this, we developed an extended VRML browser that supports a parsing and viewing of our new texture nodes related to HDRI and allows the exposure to be adjusted continuously and arbitrarily at the time of navigation. 1 Introduction Recently, since a number of image-based techniques have begun to make appearance, it is possible to render realistic images with pretty low costs through the combination of computer vision and computer graphics technologies in modeling and rendering fields. However, 2D images as input data for an image-based technique intrinsically have limitations of representing all information being in the real world. Since the late of 1990 s, information of real or natural lights has been used as source data for image-based techniques. Especially, such fields are called by an image-based lighting, and many researches[7][8] have been accomplished until now. High Dynamic Range Image is the image data type can represent real light in the world. The dynamic range of a scene is the ratio between its the brightest and darkest parts, and a HDRI is an image that has a greater dynamic range than LDR (Low Dynamic Range) that can be shown on a standard display device or be captured with a standard camera with a single exposure. Properties of a HDRI are as follows. The first, the pixel values of HDRI are directly proportional to the amount of light in the world corresponding to that pixel. Therefore it is possible to be represented the ratio of a bright and dark region precisely in HDRI. The second, various realistic optical effects such as a HDR fresnel, auto exposure, glow and vignette can be expressed. Because of these characteristics,

2 2 Sung-Ye Kim et al. there have been a lot of researches related to application using HDRI. At present, various researches related to HDRI show the future course of realistic rendering in computer graphics. Tools[1] and plug-ins[3][4][5] for supporting HDRI have been produced by some researchers and developers. HDRShop[1] made by Paul Debevec is one of the most famous tools. This provides various HDR image processes and manipulations of HDRI such as loading, saving, editing, panoramic transformation, camera curve calibration, diffuse/specular convolution and assembling of HDRI using a series of images taken under different exposure. The LightGen[6] is an HDRShop compatible executable by Jonathan Cohen for generating a set of directional sources to approximate a light probe image. HDRI Bitmap I/O plug-in for 3D Studio Max and its tutorial are also available on website[3]. However, these only provide I/O operations for supporting HDRI in the existing rendering and modeling tools. 2 Texture Image nodes using HDRI In VRML, Appearance node is used to describe characteristic of an object, and each node of VRML consists of some fields. One of fields of Appearance node is a texture field that specifies the type of image for texture mapping. In this section, we ll explain the design and implementation of our new texture image nodes for supporting HDRI as a texture image in VRML-like environment. 2.1 Representation of new Texture Image nodes Table 1 shows the types of texture that can be used as the texture field of Appearance node. VRML defines three texture types like the ImageTexture, the MovieTexture and the PixelTexture. To expand an image type of texture field, we added new texture nodes by the name of the HDRImageTexture and the HDRICubeMapTexture nodes. The HDRImageTexture node was added as a new node with the purpose to use HDRI as a texture image for texturing of objects in VRML scene. By using HDRI as a texture image, we can get some advantages of HDRI in itself. For example, we can adjust the exposure of an environment in virtual world freely. Table 2 shows the specification of the HDRImageTexture node. It seems like an ImageTexture node except an exposure field of SFFloat type. We can also create the HDRICubeMapTexture node based on above node of Table 2. Table 3 shows the specification of this node. Six HDRI maps are needed to do cube mapping. 2.2 Implementation of our Texture Image nodes When we implement the HDRImageTexture node for our application, it has actually such the structure as Table 4. For the structure of a floating-point image data for a single HDRImageTexture, there is a pointer variable for image of uncompressed 32-bits floating-point value type, like floatrgbimage* floatimage. The structure of class of HDRICubeMapTexture node is similar to that of above

3 Lecture Notes in Computer Science 3 Table 1. Specification of Appearance node in VRML and image types of texture field in it. We added new texture nodes by the name of the HDRImageTexture and the HDRICubeMapTexture nodes. Appearance { ExposedField SFNode material NULL ExposedField SFNode texture NULL ExposedField SFNode texturetransform NULL texture field: - ImageTexture - MovieTexture - PixelTexture - HDRImageTexture (new) - HDRICubeMapTexture (new) Table 2. HDRImageTexture node. This seems like an ImageTexture node except an exposure field. The difference between two nodes in url field is the fact that url field of our node will have HDRI file. HDRImageTexture { ExposedField MFString url [] field SFFloat exposure 1.0 field SFBool repeats TRUE field SFBool repeatt TRUE Table 3. HDRICubeMapTexture node. This node have six url fields to represent a cube map and these urls are all HDRIs. HDRICubeMapTexture { ExposedField MFString urlright [] ExposedField MFString urlleft [] ExposedField MFString urltop [] ExposedField MFString urlbottom [] ExposedField MFString urlfront [] ExposedField MFString urlback [] field SFFloat exposure 1.0

4 4 Sung-Ye Kim et al. node. Because HDRICubeMapTexture node should have six maps, a vector for tvfloatrgbimage, std::<vector tvfloatrgbimage*> floatimagevector, will be needed to store them. Fig. 1 shows the execution result of a scene using two texture nodes. Table 4. Class structure for HDRImageTexture node. tvtexture is the name of a texture node that is offered in TOV library 1.0. We used TOV library to implement common VRML browser. class HDRImageTexture : public tvtexture { // for VRML 2.0 fields private: tvstringvector* url; tvfloat exposure; // member data private: tvfloatrgbimage* floatimage; tvbool imagechanged; Fig. 1. Screen shot of a mapping using HDRImageTexture and HDRICubeMapTexture nodes. A sphere was mapped by cube map using HDRICubeMapTexture and a teapot was mapped by sphere map using HDRImageTexture node. Table 5 shows the source of the scene using the HDRImageTexture and HDRICubeMapTexture nodes and the source file can be exported by our application. We also added texgen node for generating texture coordinate automatically. In Table 5, SPHERE MAP of texgen node specifies the mode for a

5 Lecture Notes in Computer Science 5 Table 5. A scene source using HDRImageTexture and HDRICubeMapTexture nodes. Fig. 1 shows the execution result of this source. In second line, TOV toolkit V1.0 is the name of a rendering library for VRML scene and that was used in our application. #VRML V2.0 utf8 #TOV Toolkit V1.0 Transform { translation children [ Shape { appearance Appearance { texture HDRICubeMapTexture { urlright cmright.tif urlleft cmleft.tif urltop cmtop.tif urlbottom cmbottom.tif urlfront cmfront.tif urlback cmback.tif exposure 1.0 texgen TexGen { mode CUBE MAP geometry Sphere { ] Transform { translation children [ Shape { appearance Appearance { texture HDRImageTexture { url insidehdri0.tif exposure 1.5 texgen TexGen { mode SPHERE MAP geometry Teapot { ]

6 6 Sung-Ye Kim et al. spherical texture mapping and CUBE MAP specifies that for a cube mapping. As well known, cube mapping is view-independent. We also added the Utah Teapot node as geometric primitive. 3 HDRI-based application for supporting HDRI texture mapping We implemented a HDRI-based application for supporting the texture mapping using HDRI. This section is composed of two parts. Those are the authoring tool part for HDRI texture mapping with HDRImageTexture or HDRICubeMapTexture nodes and the extended VRML browser for supporting our new texture nodes. 3.1 insidehdr: HDRI-based Authoring Tool Fig. 2 shows the entire picture of our tool, insidehdr. The main processing of it is composed of three parts. See operations from the PROCESSING (1) to (3). Fig. 2. Left picture shows the flow of the application from input to output. The processing part is composed of three parts. Right picture shows the snapshot at each step and the flow of operation. The essential function of insidehdr is a texture mapping using HDRI and also we proposed a cube mapping using HDRI except basic mapping types were specified in VRML. Even though these aren t new research entirely, we applied these functions to VRML environment by creating new texture nodes. In relation to HDRI texture mapping, there was a research[8] by J.Cohen. His paper described the technique for representing and displaying high dynamic range texture maps (HDRTMs) using current graphics hardware by decomposing into sets of 8-bit textures HDRI. However, we don t use a decomposing method. We just create VRML-like nodes by applying tone mapping to HDRI and they are

7 Lecture Notes in Computer Science 7 composed a scene graph. The insidehdr also provides some methods to manipulate HDRI such as loading, saving, diffuse/specular convolution, panoramic transformation, extract of light information and interpolation between specular radiance maps. These are same operations with those of HDRShop[1] by P. Debevec and that of LightGen[6] by J. Cohen. In our tool, we represented the result of extracting a set of directional lights with user-friendly user interface. See Fig. 3. Fig. 3. Generation a set of 3D lights from HDRI. We can display the direction of lights with 3D arrows and 2D points and save the directions and colors of lights in text file. Above picture shows 3D representation of 5 lights extracted from HDRI on right side. Below code is the function for applying new texture nodes to an object. We also provide common operations using ImageTexture and PixelTexture nodes of VRML. But such functions were omitted in below code. void applytexture() if (no texture data) if (CUBE_MAP) // 1.Create HDRI cube map node, HDRICubeMapTexture // 2.Define the name of the node to save as a file // 3.Save the HDRI data to HDRICubeMapTexture else // 1.Create HDRI texture map node, HDRImageTexture // 2.Define the name of the node to save as a file // 3.Save the HDRI data to HDRImageTexture else // already have texture data if (CUBE_MAP) if (no change of mapping data type as HDRI->HDRI) else // LDRI->HDRI else if (no change of mapping data type as HDRI->HDRI) else // LDRI->HDRI

8 8 Sung-Ye Kim et al. Fig. 4 shows the authoring of a car located in virtual showroom and the appearance of our tool. In the Fig. 4, the car model was mapped with HDRImageTexture of virtual show room. HDRI of the room was made with MAX5.0 manually. Fig. 4. This figure shows our HDRI-based authoring tool, insidehdr. This tool has various operations for manipulation of HDRI, changing of material of an object, and rendering using HDR texture image. This presents the authoring process of a car in virtual environment. 3.2 Extension of VRML browser for supporting new texture nodes To use HDRI as a texture image, common VRML browser should have the routines for processing like parsing and displaying of the nodes related to HDRI. That is to say, some routines for parsing of our new nodes and displaying of floating-point typed image are needed in browser. Generally operation for display of floating-point typed image data is called as a tone mapping. By operating the routine, it is possible to use HDRI as texture image in our extended VRML browser. It may be very simple. Implementation of the extended browser is based on TOV library 1.0. TOV offers functions for parsing nodes in VRML2.0 specification and displays them. So, we can create new nodes by inheritance of tvtexture node that is a texture node in TOV 1.0 library.

9 4 Results and Future Works Lecture Notes in Computer Science 9 We have demonstrated that high dynamic range images can be used as texture data in an extended VRML structure based on the Internet. The original goal of this paper is to develop the technique making possible use HDRI as a texture map in virtual space. So we designed new texture nodes related to HDRI in texture field of Appearance node in VRML and then developed HDRI-based mapping tool, insidehdr. By using the tool, we could create the object mapped with HDRI and save its authoring result as VRML-like formatted file. That is not identical with standard VRML but extended format. The viewer of our extended VRML browser based on OpenGL is used as a main window in insidehdr tool. Because it supports most operations as a web browser, as you can see in Fig. 6, we can also add JavaScript operations such as buttons for adjusting exposure and rotation of a model in our exported result. The insidehdr provides three main functions. The first, we can manipulate HDRI. For example, we can get different formatted HDRI, 3 dimensional light information and diffuse or specular radiance map from angular map Light Probe image and so on. The second, we can create VRML scene supporting HDRI as an image type of texture node. The final exported VRML file can be loaded and navigated by our extended browser. And then it is possible to adjust an exposure of that virtual environment in real time. In near future, because most of common browsers don t support HDRI type, we will also consider embedding of our work in the common VRML browser. Fig. 5. (Left) A series of LDR cube maps images made under different exposure. We make HDRI by assembling them. (Right) Angular maps formatted HDRI created with left cube map HDRIs. (See Fig. 6 for the application of the usage of these HDRIs) References

10 10 Sung-Ye Kim et al. Fig. 6. Virtual showroom. In this room, a car was mapped with HDRI texture map of Fig hdri tut tmp eliza/cs jcohen/lightgen/lightgen.html 7. Paul Debevec: Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography. In Proceeding of SIGGRAPH 98, (1998) Jonathan Cohen, Chris Tchou, Tim Hawkins, and Paul Debevec: Real-time High Dynamic Range Texture Mapping. In Eurographics Rendering Workshop, London, (2001) 9. Greg J. Ward: Real Pixels. Graphics Gems II, Edited by James Arvo, San Diego: Academic Press (1991) 80 83

Image-Based Lighting : Computational Photography Alexei Efros, CMU, Fall Eirik Holmøyvik. with a lot of slides donated by Paul Debevec

Image-Based Lighting : Computational Photography Alexei Efros, CMU, Fall Eirik Holmøyvik. with a lot of slides donated by Paul Debevec Image-Based Lighting Eirik Holmøyvik with a lot of slides donated by Paul Debevec 15-463: Computational Photography Alexei Efros, CMU, Fall 2011 Inserting Synthetic Objects Why does this look so bad? Wrong

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Image-Based Lighting

Image-Based Lighting Image-Based Lighting Eirik Holmøyvik CS194: Image Manipulation & Computational Photography with a lot of slides Alexei Efros, UC Berkeley, Fall 2014 donated by Paul Debevec Inserting Synthetic Objects

More information

Image-Based Lighting. Eirik Holmøyvik. with a lot of slides donated by Paul Debevec

Image-Based Lighting. Eirik Holmøyvik. with a lot of slides donated by Paul Debevec Image-Based Lighting Eirik Holmøyvik with a lot of slides donated by Paul Debevec 15-463: Computational Photography Alexei Efros, CMU, Fall 2006 Inserting Synthetic Objects Why does this look so bad? Wrong

More information

The 7d plenoptic function, indexing all light.

The 7d plenoptic function, indexing all light. Previous Lecture The 7d plenoptic function, indexing all light. Lightfields: a 4d (not 5d!) data structure which captures all outgoing light from a region and permits reconstruction of arbitrary synthetic

More information

Image-Based Lighting. Inserting Synthetic Objects

Image-Based Lighting. Inserting Synthetic Objects Image-Based Lighting 15-463: Rendering and Image Processing Alexei Efros with a lot of slides donated by Paul Debevec Inserting Synthetic Objects Why does this look so bad? Wrong camera orientation Wrong

More information

Image based Object/Environment Representation for VR and MAR

Image based Object/Environment Representation for VR and MAR Image based Object/Environment Representation for VR and MAR SC 24 WG 9 Seoul, Korea January, 2019 Changhyun Jun, Gerard J. Kim Korea University Image based Rendering Rely on a set of two-dimensional images

More information

Rendering Synthetic Objects into Real Scenes. based on [Debevec98]

Rendering Synthetic Objects into Real Scenes. based on [Debevec98] Rendering Synthetic Objects into Real Scenes based on [Debevec98] Compositing of synthetic objects Geometry consistency needed: geometric model of synthetic objects needed: (coarse) geometric model of

More information

Real-Time Image Based Lighting in Software Using HDR Panoramas

Real-Time Image Based Lighting in Software Using HDR Panoramas Real-Time Image Based Lighting in Software Using HDR Panoramas Jonas Unger, Magnus Wrenninge, Filip Wänström and Mark Ollila Norrköping Visualization and Interaction Studio Linköping University, Sweden

More information

Image-based Lighting

Image-based Lighting Image-based Lighting 10/17/15 T2 Computational Photography Derek Hoiem, University of Illinois Many slides from Debevec, some from Efros Next week Derek away for ICCV (Venice) Zhizhong and Aditya will

More information

Research White Paper WHP 143. Multi-camera radiometric surface modelling for image-based re-lighting BRITISH BROADCASTING CORPORATION.

Research White Paper WHP 143. Multi-camera radiometric surface modelling for image-based re-lighting BRITISH BROADCASTING CORPORATION. Research White Paper WHP 143 11 January 2007 Multi-camera radiometric surface modelling for image-based re-lighting Oliver Grau BRITISH BROADCASTING CORPORATION Multi-camera radiometric surface modelling

More information

Image-based Lighting (Part 2)

Image-based Lighting (Part 2) Image-based Lighting (Part 2) 10/19/17 T2 Computational Photography Derek Hoiem, University of Illinois Many slides from Debevec, some from Efros, Kevin Karsch Today Brief review of last class Show how

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 Today More shading Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection and refraction Toon shading

More information

High Dynamic Range Imaging.

High Dynamic Range Imaging. High Dynamic Range Imaging High Dynamic Range [3] In photography, dynamic range (DR) is measured in exposure value (EV) differences or stops, between the brightest and darkest parts of the image that show

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Computer Graphics Lecture 11

Computer Graphics Lecture 11 1 / 14 Computer Graphics Lecture 11 Dr. Marc Eduard Frîncu West University of Timisoara May 15th 2012 2 / 14 Outline 1 Introduction 2 Transparency 3 Reflection 4 Recap 3 / 14 Introduction light = local

More information

1 of 5 9/10/ :11 PM

1 of 5 9/10/ :11 PM Shader programs Summary: This tutorial shows how to write a simple shader in X3D. Shader program definition Keywords: tutorial, X3D, world, rendering Author(s): Yvonne Jung Date: 2007-02-05 First an example

More information

Recap of Previous Lecture

Recap of Previous Lecture Recap of Previous Lecture Matting foreground from background Using a single known background (and a constrained foreground) Using two known backgrounds Using lots of backgrounds to capture reflection and

More information

A Survey of Light Source Detection Methods

A Survey of Light Source Detection Methods A Survey of Light Source Detection Methods Nathan Funk University of Alberta Mini-Project for CMPUT 603 November 30, 2003 Abstract This paper provides an overview of the most prominent techniques for light

More information

Shadow Maps and Projective Texturing In X3D

Shadow Maps and Projective Texturing In X3D Shadow Maps and Projective Texturing In X3D michalis.kambi@gmail.com Institute of Computer Science University of Wrocław, Poland Web3D 2010 Outline 1 Motivation and Previous Work Motivation Previous Work

More information

Autodesk Fusion 360: Render. Overview

Autodesk Fusion 360: Render. Overview Overview Rendering is the process of generating an image by combining geometry, camera, texture, lighting and shading (also called materials) information using a computer program. Before an image can be

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Real-Time High-Dynamic Range Texture Mapping

Real-Time High-Dynamic Range Texture Mapping Real-Time High-Dynamic Range Texture Mapping Jonathan Cohen, Chris Tchou, Tim Hawkins, and Paul Debevec University of Southern California Institute for Creative Technologies 13274 Fiji Way, Marina del

More information

Real-time High Dynamic Range Image-based Lighting

Real-time High Dynamic Range Image-based Lighting Real-time High Dynamic Range Image-based Lighting César Palomo Department of Computer Science PUC-Rio, Rio de Janeiro, Brazil ABSTRACT In this work we present a real time method of lighting virtual objects

More information

Introductory element Main element Part n: Projective Texture Mapping

Introductory element Main element Part n: Projective Texture Mapping WORKING DRAFT ISO/WD nnn-n Introductory element Main element Part n: Projective Texture Mapping 1. Introduction 1.1 Name The name of this component is "Projective Texture Mapping". This name shall be used

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Tutorial: Working with Lighting through Components

Tutorial: Working with Lighting through Components Tutorial: Working with Lighting through Components With a populated scene we can begin layering in light sources to add realism and light to our level. For this we will need to use an environmental probe

More information

Image Based Rendering. D.A. Forsyth, with slides from John Hart

Image Based Rendering. D.A. Forsyth, with slides from John Hart Image Based Rendering D.A. Forsyth, with slides from John Hart Topics Mosaics translating cameras reveal extra information, break occlusion Optical flow for very small movements of the camera Explicit

More information

The Shading Probe: Fast Appearance Acquisition for Mobile AR

The Shading Probe: Fast Appearance Acquisition for Mobile AR The Shading Probe: Fast Appearance Acquisition for Mobile AR Dan Andrei Calian * Kenny Mitchell Derek Nowrouzezahrai Jan Kautz * * University College London Disney Research Zürich University of Montreal

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information

High Dynamic Range Lighting Paul Debevec, USC Institute for Creative Technologies. March 24, Game Developer s Conference 1

High Dynamic Range Lighting Paul Debevec, USC Institute for Creative Technologies. March 24, Game Developer s Conference 1 March 4, 004 High Dynamic Range Lighting Paul Debevec University of Southern California Institute for Creative Technologies March 4, 004 5:30 6:30 pm www.debevec.org/ibl004/ Scenes lit with point light

More information

Introduction to 3D Concepts

Introduction to 3D Concepts PART I Introduction to 3D Concepts Chapter 1 Scene... 3 Chapter 2 Rendering: OpenGL (OGL) and Adobe Ray Tracer (ART)...19 1 CHAPTER 1 Scene s0010 1.1. The 3D Scene p0010 A typical 3D scene has several

More information

Reflection Mapping

Reflection Mapping Image-Based Lighting A Photometric Approach to Rendering and Compositing Paul Debevec Computer Science Division University of California at Berkeley http://www.cs.berkeley.edu/~debevec August 1999 Reflection

More information

Fog and Cloud Effects. Karl Smeltzer Alice Cao John Comstock

Fog and Cloud Effects. Karl Smeltzer Alice Cao John Comstock Fog and Cloud Effects Karl Smeltzer Alice Cao John Comstock Goal Explore methods of rendering scenes containing fog or cloud-like effects through a variety of different techniques Atmospheric effects make

More information

Traditional Image Generation. Reflectance Fields. The Light Field. The Light Field. The Light Field. The Light Field

Traditional Image Generation. Reflectance Fields. The Light Field. The Light Field. The Light Field. The Light Field Traditional Image Generation Course 10 Realistic Materials in Computer Graphics Surfaces + BRDFs Reflectance Fields USC Institute for Creative Technologies Volumetric scattering, density fields, phase

More information

Animation & Rendering

Animation & Rendering 7M836 Animation & Rendering Introduction, color, raster graphics, modeling, transformations Arjan Kok, Kees Huizing, Huub van de Wetering h.v.d.wetering@tue.nl 1 Purpose Understand 3D computer graphics

More information

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture #7: Color and Shading Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #3 due this Friday,

More information

Image-Based Deformation of Objects in Real Scenes

Image-Based Deformation of Objects in Real Scenes Image-Based Deformation of Objects in Real Scenes Han-Vit Chung and In-Kwon Lee Dept. of Computer Science, Yonsei University sharpguy@cs.yonsei.ac.kr, iklee@yonsei.ac.kr Abstract. We present a new method

More information

Homework 3: Programmable Shaders

Homework 3: Programmable Shaders Homework 3: Programmable Shaders Introduction to Computer Graphics and Imaging (Summer 2012), Stanford University Due Monday, July 23, 11:59pm Warning: The coding portion of this homework involves features

More information

x ~ Hemispheric Lighting

x ~ Hemispheric Lighting Irradiance and Incoming Radiance Imagine a sensor which is a small, flat plane centered at a point ~ x in space and oriented so that its normal points in the direction n. This sensor can compute the total

More information

IMAGE BASED RENDERING: Using High Dynamic Range Photographs to Light Architectural Scenes

IMAGE BASED RENDERING: Using High Dynamic Range Photographs to Light Architectural Scenes IMAGE BASED RENDERING 1 IMAGE BASED RENDERING: Using High Dynamic Range Photographs to Light Architectural Scenes KATHLEEN CHENEY MEHLIKA INANICI University of Washington Abstract Image Based Rendering

More information

Houdini Light, Shade, Render

Houdini Light, Shade, Render Houdini Light, Shade, Render M06: Creating a Light Rig Ari Danesh ari@sidefx.com Agenda More Managing Desktop (A Diversion) Looking at Existing Light Rig Digital Assets (Three Point Light) Creating our

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

An Effective Method for Specifying Projective Texture Mapping in X3D

An Effective Method for Specifying Projective Texture Mapping in X3D An Effective Method for Specifying Projective Texture Mapping in X3D In-Kwon Kim a, Add (Brutzman, Puk), Jong-Sung Ha c, Nakhoon Baek e, Kwan-Hee Yoo a,b,* a Dept. of Digital Information Convergence, Chungbuk

More information

Einführung in die Erweiterte Realität - 4. VRML - Gudrun Klinker Nov 11, 2003

Einführung in die Erweiterte Realität - 4. VRML - Gudrun Klinker Nov 11, 2003 Einführung in die Erweiterte Realität - 4. VRML - Gudrun Klinker Nov 11, 2003 Agenda 1. General information on VRML 2. Basic concepts: minimal VRML worlds 3. Combination of several objects 4. Model reusability

More information

Greg Ward / SIGGRAPH 2003

Greg Ward / SIGGRAPH 2003 Global Illumination Global Illumination & HDRI Formats Greg Ward Anyhere Software Accounts for most (if not all) visible light interactions Goal may be to maximize realism, but more often visual reproduction

More information

CS 4620 Program 3: Pipeline

CS 4620 Program 3: Pipeline CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.

More information

Multimedia Technology CHAPTER 4. Video and Animation

Multimedia Technology CHAPTER 4. Video and Animation CHAPTER 4 Video and Animation - Both video and animation give us a sense of motion. They exploit some properties of human eye s ability of viewing pictures. - Motion video is the element of multimedia

More information

Introduction to Computer Graphics with WebGL

Introduction to Computer Graphics with WebGL Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Models and Architectures

More information

lecture 18 - ray tracing - environment mapping - refraction

lecture 18 - ray tracing - environment mapping - refraction lecture 18 - ray tracing - environment mapping - refraction Recall Ray Casting (lectures 7, 8) for each pixel (x,y) { cast a ray through that pixel into the scene, and find the closest surface along the

More information

Chapter 1 Introduction

Chapter 1 Introduction Chapter 1 Introduction The central problem in computer graphics is creating, or rendering, realistic computergenerated images that are indistinguishable from real photographs, a goal referred to as photorealism.

More information

Rendering Hair-Like Objects with Indirect Illumination

Rendering Hair-Like Objects with Indirect Illumination Rendering Hair-Like Objects with Indirect Illumination CEM YUKSEL and ERGUN AKLEMAN Visualization Sciences Program, Department of Architecture Texas A&M University TR0501 - January 30th 2005 Our method

More information

Introduction to Game FX (1/2) Improve the visual & sound game effects Includes : Combat FX Environment FX Character FX Scene FX Sound FX Post-processi

Introduction to Game FX (1/2) Improve the visual & sound game effects Includes : Combat FX Environment FX Character FX Scene FX Sound FX Post-processi Game FX 1 Introduction to Game FX (1/2) Improve the visual & sound game effects Includes : Combat FX Environment FX Character FX Scene FX Sound FX Post-processing after rendering FX editor needed General

More information

RenderMonkey 1.6. Natalya Tatarchuk ATI Research

RenderMonkey 1.6. Natalya Tatarchuk ATI Research RenderMonkey 1.6 Natalya Tatarchuk ATI Research Game Developer Conference, San Francisco, CA, March 2005 Overview > What is RenderMonkey? > What s New In RenderMonkey 1.6? 2 What is RenderMonkey? > Shader

More information

A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction

A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction A New Image Based Ligthing Method: Practical Shadow-Based Light Reconstruction Jaemin Lee and Ergun Akleman Visualization Sciences Program Texas A&M University Abstract In this paper we present a practical

More information

Keywords:Synthetic Data, IBR, Data Generation Tool. Abstract

Keywords:Synthetic Data, IBR, Data Generation Tool. Abstract Data Generation Toolkit for Image Based Rendering Algorithms V Vamsi Krishna, P J Narayanan Center for Visual Information Technology International Institute of Information Technology, Hyderabad, India

More information

Projective Texture Mapping with Full Panorama

Projective Texture Mapping with Full Panorama EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel Volume 21 (2002), Number 3 (Guest Editors) Projective Texture Mapping with Full Panorama Dongho Kim and James K. Hahn Department of Computer Science, The

More information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

Miniaturized Camera Systems for Microfactories

Miniaturized Camera Systems for Microfactories Miniaturized Camera Systems for Microfactories Timo Prusi, Petri Rokka, and Reijo Tuokko Tampere University of Technology, Department of Production Engineering, Korkeakoulunkatu 6, 33720 Tampere, Finland

More information

CS4670/5760: Computer Vision

CS4670/5760: Computer Vision CS4670/5760: Computer Vision Kavita Bala! Lecture 28: Photometric Stereo Thanks to ScoC Wehrwein Announcements PA 3 due at 1pm on Monday PA 4 out on Monday HW 2 out on weekend Next week: MVS, sfm Last

More information

An Algorithm for Seamless Image Stitching and Its Application

An Algorithm for Seamless Image Stitching and Its Application An Algorithm for Seamless Image Stitching and Its Application Jing Xing, Zhenjiang Miao, and Jing Chen Institute of Information Science, Beijing JiaoTong University, Beijing 100044, P.R. China Abstract.

More information

Real Time Relighting with Dynamic Light Environment Using an RGB-D Camera

Real Time Relighting with Dynamic Light Environment Using an RGB-D Camera Real Time Relighting with Dynamic Light Environment Using an RGB-D Camera Takuya Ikeda, Francois de Sorbier and Hideo Saito Graduate School of Science and Technology Keio University, 3 14 1, Hiyoshi, Kouhoku

More information

Ray Tracing. Kjetil Babington

Ray Tracing. Kjetil Babington Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination

More information

Introduction to Virtual Environments - Spring Wernert/Arns. Lecture 4.2 Animation & Interaction

Introduction to Virtual Environments - Spring Wernert/Arns. Lecture 4.2 Animation & Interaction Introduction to Virtual Environments - Spring 2004 - Wernert/Arns Lecture 4.2 Animation & Interaction Outline 1. Animation Techniques & Concepts 2. Input & Event Concepts 3. Implementation Details 0. Resources

More information

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

More information

CS : Assignment 2 Real-Time / Image-Based Rendering

CS : Assignment 2 Real-Time / Image-Based Rendering CS 294-13: Assignment 2 Real-Time / Image-Based Rendering Ravi Ramamoorthi 1 Introduction In this assignment, you will implement some of the modern techniques for real-time and/or image-based rendering.

More information

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Normal Mapping Store normals in texture

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I CSCI 480 Computer Graphics Lecture 1 Course Overview January 10, 2011 Jernej Barbic University of Southern California Administrative Issues Modeling Animation Rendering OpenGL Programming Course Information

More information

Open GL Framework For A Computer Graphics Course

Open GL Framework For A Computer Graphics Course Open GL Framework For A Computer Graphics Course Programmer: Daniel Odle Sponsor / Advisor: Dr. Morse University of Evansville 4-26-03 Table of Contents Introduction 3 Statement of Problem 3 Design Approach

More information

Ray Tracer Due date: April 27, 2011

Ray Tracer Due date: April 27, 2011 Computer graphics Assignment 4 1 Overview Ray Tracer Due date: April 27, 2011 In this assignment you will implement the camera and several primitive objects for a ray tracer, and a basic ray tracing algorithm.

More information

Computer Vision 2. SS 18 Dr. Benjamin Guthier Professur für Bildverarbeitung. Computer Vision 2 Dr. Benjamin Guthier

Computer Vision 2. SS 18 Dr. Benjamin Guthier Professur für Bildverarbeitung. Computer Vision 2 Dr. Benjamin Guthier Computer Vision 2 SS 18 Dr. Benjamin Guthier Professur für Bildverarbeitung Computer Vision 2 Dr. Benjamin Guthier 3. HIGH DYNAMIC RANGE Computer Vision 2 Dr. Benjamin Guthier Pixel Value Content of this

More information

Ray Tracing COMP575/COMP770

Ray Tracing COMP575/COMP770 Ray Tracing COMP575/COMP770 1 Ray tracing idea 2 Ray Tracing: Example (from [Whitted80]) Ray Tracing: Example Ray Tracing for Highly Realistic Images Volkswagen Beetle with correct shadows and (multi-)reflections

More information

BRYCE 5 Mini Tutorial

BRYCE 5 Mini Tutorial BRYCE 5 Mini Tutorial Abstract Panoramics by David Brinnen March 2005 HTML Version by Hans-Rudolf Wernli Blotchy Splashes of Colour > If you have photographed a panorama with your camera once, you know

More information

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics Global Illumination 1 Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What s wrong with raytracing? Soft shadows are expensive Shadows

More information

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY 1(84) Information Coding / Computer Graphics, ISY, LiTH TSBK 07 Computer Graphics Ingemar Ragnemalm, ISY 1(84) Lecture 5 3D graphics part 3 Illumination Illumination applied: Shading Surface detail: Mappings

More information

gltf 2.0: Status and Outlook

gltf 2.0: Status and Outlook gltf 2.0: Status and Outlook 31st July 2018 by Norbert Nopper (nopper@ux3d.io, @McNopper) Content Status (15 minutes) Outlook (35 minutes) Questions & Answers (10 minutes) Status gltf 2.0 What we currently

More information

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Shading / Light Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Phong Illumination Model See Shirley, Ch 10 and http://en.wikipedia.org/wiki/phong_shading

More information

Lecture 22: Basic Image Formation CAP 5415

Lecture 22: Basic Image Formation CAP 5415 Lecture 22: Basic Image Formation CAP 5415 Today We've talked about the geometry of scenes and how that affects the image We haven't talked about light yet Today, we will talk about image formation and

More information

Synthesising Radiance Maps from Legacy Outdoor Photographs for Real-time IBL on HMDs

Synthesising Radiance Maps from Legacy Outdoor Photographs for Real-time IBL on HMDs Synthesising Radiance Maps from Legacy Outdoor Photographs for Real-time IBL on HMDs Wan-Duo Kurt Ma, Thomas Iorns, Andrew Chalmers and Taehyun Rhee School of Engineering and Computer Science, Victoria

More information

Fast HDR Image-Based Lighting Using Summed-Area Tables

Fast HDR Image-Based Lighting Using Summed-Area Tables Fast HDR Image-Based Lighting Using Summed-Area Tables Justin Hensley 1, Thorsten Scheuermann 2, Montek Singh 1 and Anselmo Lastra 1 1 University of North Carolina, Chapel Hill, NC, USA {hensley, montek,

More information

An Effective Stratified Sampling Scheme for Environment Maps with Median Cut Method

An Effective Stratified Sampling Scheme for Environment Maps with Median Cut Method An Effective Stratified Sampling Scheme for Environment Maps with Median Cut Method Xing Mei 1, Marc Jaeger 1,2, Baogang Hu 1 1 LIAMA/NLPR, Institute of Automation, Chinese Academy of Sciences, Beijing,

More information

Lighting & 3D Graphics. Images from 3D Creative Magazine

Lighting & 3D Graphics. Images from 3D Creative Magazine Lighting & 3D Graphics Images from 3D Creative Magazine Contents Introduction Definitions 3D Lighting Basics 3D Light Sources Lighting Controls & Effects Brightness & Colour Shadows Hotspot And Falloff

More information

Image Base Rendering: An Introduction

Image Base Rendering: An Introduction Image Base Rendering: An Introduction Cliff Lindsay CS563 Spring 03, WPI 1. Introduction Up to this point, we have focused on showing 3D objects in the form of polygons. This is not the only approach to

More information

Faces and Image-Based Lighting

Faces and Image-Based Lighting Announcements Faces and Image-Based Lighting Project #3 artifacts voting Final project: Demo on 6/25 (Wednesday) 13:30pm in this room Reports and videos due on 6/26 (Thursday) 11:59pm Digital Visual Effects,

More information

Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry*

Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry* Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry* Yang Wang, Dimitris Samaras Computer Science Department, SUNY-Stony Stony Brook *Support for this research was provided

More information

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering

More information

Unbelievable Visualization Techniques: Letting Your Imagination Soar!

Unbelievable Visualization Techniques: Letting Your Imagination Soar! 11/29/2005-5:00 pm - 6:30 pm Room:N. Hemispheres (Salon A4) (Dolphin) Walt Disney World Swan and Dolphin Resort Orlando, Florida Unbelievable Visualization Techniques: Letting Your Imagination Soar! Chris

More information

More and More on Light Fields. Last Lecture

More and More on Light Fields. Last Lecture More and More on Light Fields Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 4 Last Lecture Re-review with emphasis on radiometry Mosaics & Quicktime VR The Plenoptic function The main

More information

Eigen-Texture Method : Appearance Compression based on 3D Model

Eigen-Texture Method : Appearance Compression based on 3D Model Eigen-Texture Method : Appearance Compression based on 3D Model Ko Nishino Yoichi Sato Katsushi Ikeuchi Institute of Industrial Science, The University of Tokyo 7-22-1 Roppongi, Minato-ku, Tokyo 106-8558,

More information

MPEG-4 AUTHORING TOOL FOR THE COMPOSITION OF 3D AUDIOVISUAL SCENES

MPEG-4 AUTHORING TOOL FOR THE COMPOSITION OF 3D AUDIOVISUAL SCENES MPEG-4 AUTHORING TOOL FOR THE COMPOSITION OF 3D AUDIOVISUAL SCENES P. Daras I. Kompatsiaris T. Raptis M. G. Strintzis Informatics and Telematics Institute 1,Kyvernidou str. 546 39 Thessaloniki, GREECE

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world

More information

Chapter 1 Introduction. Marc Olano

Chapter 1 Introduction. Marc Olano Chapter 1 Introduction Marc Olano 1 About This Course Or, why do we want to do real-time shading, and why offer a course on it? Over the years of graphics hardware development, there have been obvious

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

2.5 Animations. Applications. Learning & Teaching Design User Interfaces. Content Process ing. Group Communi cations. Documents.

2.5 Animations. Applications. Learning & Teaching Design User Interfaces. Content Process ing. Group Communi cations. Documents. 2.5 Animations Usage Applications Learning & Teaching Design User Interfaces Services Content Process ing Security... Documents Synchronization Group Communi cations S ystem s Databases Programming Media-Server

More information