Swan(sea) Song – personal research during my six years at Swansea ... and bey...
Incident light field 1
1. Incident Light Field
The distribution of light in a static scene with a fixed illumination
Dr. Kurt Debattista
Prof. Alan Chalmers
Debmalya Sinha
2. Courtesy: J. Unger / Linköping University
Synthetic objects on a physical table with real life lighting
3. Acquisition
Dynamic or Static
Large Camera Array, Mirror
sphere, Plane Mirror, HDR
video, SfM (structure from
motion)
Physical
Scene
Representation
2PP
PDP
2SP
DPP
Rendering
Storage
Virtual
Scene
4. 1. Image Based Lighting
2. Light Field
Incident Light Field
We require an Environment Map
A Panoramic image of the
environment that envelops the object
space we’re about to Render.
5. 1. Image Based Lighting
2. Light Field
Incident Light Field
Courtesy: nVidia
6. 1. Image Based Lighting
2. Light Field
Incident Light Field
We take several pictures from spatially
varying points on the camera plane.
Each of the pictures differ a little by angle
Courtesy: Pat Hanrahan / Stanford University
7. 1. Image Based Lighting
2. Light Field
Incident Light Field
8. 1. Image Based Lighting
2. Light Field
Incident Light Field
9. 1. Image Based Lighting
2. Light Field
Incident Light Field
The distribution of light in a static scene with a
fixed illumination
We take separate environment map of each
little segments of the space to record the
incident light rays on the entire object space
we are about to render.
11. Acquisition
Dynamic or Static
Large Camera Array, Mirror
sphere, Plane Mirror, HDR
video, SfM (structure from
motion)
Physical
Scene
Representation
2PP
PDP
2SP
DPP
Rendering
Storage
Virtual
Scene
12. Representation
Represented by 7 dimension Plenoptic function on a point P
θ,φ -> direction of light ray from P,
λ -> wavelength of incident light,
t -> time
Vx,Vy,Vz -> Cartesian coordinate of P.
P = P(θ,φ,λ,t,Vx,Vy,Vz)
Which can be reduced to a 4D function
P = P(θ,φ,u,v)
Assuming, the incident light only comes from the
upper hemisphere of the surface [Vx,Vy] ([u,v]).
0 ≤ φ ≤ π/2 and -π ≤ θ ≤ π
Plenoptic parameterization
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
14. Acquisition
Dynamic or Static
Large Camera Array, Mirror
sphere, Plane Mirror, HDR
video, SfM (structure from
motion)
Physical
Scene
Representation
2PP
PDP
2SP
DPP
Rendering
Storage
Virtual
Scene
15. Acquisition
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
Light Probes
A Light Probe is an omni-directional (360° panoramic) high-dynamic range image. (Debevec et al.)
• Typically a highly reflective silvered ball is used.
• An HDR Image is taken of the ball.
Problems:
• The image has the reflection of the camera itself.
• Has to take two images from different direction to get rid
of the reflection of camera.
• The edges are stretched badly and needs efficient warping.
18. AcquisitionProposals
1. Bowls are better than Balls:
Concave light probes to eliminate mutual reflection
2. 3D space coverage:
45* angle concave probe plane to capture uneven
surface such as race tracks
Far fetched idea:
probe fitted in a Quadraptor!
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
Blocked for obvious reasons !
19. AcquisitionProposals
1. Bowls are better than Balls:
Concave light probes to eliminate mutual reflection
2. 3D space coverage:
45* angle concave probe plane to capture uneven
surface such as race tracks
Far fetched idea:
probe fitted in a Quadraptor!
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
1 2 3 4 5 6 7
Move Direction
Blocked for obvious reasons !
20. AcquisitionProposals
1. Bowls are better than Balls:
Concave light probes to eliminate mutual reflection
2. 3D space coverage:
45* angle concave probe plane to capture uneven surface such as
race tracks
Far fetched idea:
probe with a gimbal fitted in a Quadraptor!
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
Little inefficient for
covering large space
provides much more mobility
than a fixed camera setup
Blocked for obvious reasons !