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Incident Light Field
The distribution of light in a static scene with a fixed illumination
Dr. Kurt Debattista
Prof. Alan Chalmers
Debmalya Sinha
Courtesy: J. Unger / Linköping University
Synthetic objects on a physical table with real life lighting
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
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.
1. Image Based Lighting
2. Light Field
Incident Light Field
Courtesy: nVidia
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
1. Image Based Lighting
2. Light Field
Incident Light Field
1. Image Based Lighting
2. Light Field
Incident Light Field
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.
Courtesy: J. Unger / Linköping University
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
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
Representation
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
2PP
PDP
2SP
DPP
Line Space parameterization
Two Points on Two Planes
A Point and a Direction
Two Points on a Sphere
A Direction and a Point
2PP
2SP
PDP
DPP
Courtesy: Camahort et al.
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
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.
Acquisition
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
Light Probes for ILF
Techniques
• Single HDR image of Light probe
• HDR video of a moving Light Probe
• HDR video from fisheye lens
• Light Probe Array
• Plain Mirror (edge coded)
Edge coded plain mirror - Courtesy: Ihrke et al. / INRIA Labs
Mirror Sphere array - Courtesy: Dr. J. Unger
HDR video with fisheye lens - Courtesy: Dr. J. Unger
Acquisition
Acq
uisit
ion
Physical
Scene
Repres
entatio
n
Renderin
g
Stora
ge
Virtual
Scene
Light Probes for ILF
Problems of mirror sphere array
• Reflection from other Mirrors
• Camera reflection
Problems of HDR Video setup
• Impractical for big space
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 !
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 !
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 !
Acquisition
Physical
Scene
Representation
Rendering
Storage
Virtual
Scene
ToDoin the next months
• Re-creating the ILF acquisition with spherical probe.
• Implementing it into PARC
• Comparing to original results in terms of Rendering
Artifacts
• Seam
• Hair
• Pixelation
• Ghosting
• Disparity problem
Questions?

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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.
  • 10. Courtesy: J. Unger / Linköping University
  • 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
  • 13. Representation Acq uisit ion Physical Scene Repres entatio n Renderin g Stora ge Virtual Scene 2PP PDP 2SP DPP Line Space parameterization Two Points on Two Planes A Point and a Direction Two Points on a Sphere A Direction and a Point 2PP 2SP PDP DPP Courtesy: Camahort et al.
  • 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.
  • 16. Acquisition Acq uisit ion Physical Scene Repres entatio n Renderin g Stora ge Virtual Scene Light Probes for ILF Techniques • Single HDR image of Light probe • HDR video of a moving Light Probe • HDR video from fisheye lens • Light Probe Array • Plain Mirror (edge coded) Edge coded plain mirror - Courtesy: Ihrke et al. / INRIA Labs Mirror Sphere array - Courtesy: Dr. J. Unger HDR video with fisheye lens - Courtesy: Dr. J. Unger
  • 17. Acquisition Acq uisit ion Physical Scene Repres entatio n Renderin g Stora ge Virtual Scene Light Probes for ILF Problems of mirror sphere array • Reflection from other Mirrors • Camera reflection Problems of HDR Video setup • Impractical for big space
  • 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 !
  • 21. Acquisition Physical Scene Representation Rendering Storage Virtual Scene ToDoin the next months • Re-creating the ILF acquisition with spherical probe. • Implementing it into PARC • Comparing to original results in terms of Rendering Artifacts • Seam • Hair • Pixelation • Ghosting • Disparity problem