CS4340 Digital Special Effects Semester 2, 2011/2012
Realistic Rendering of Synthetic Objects into Real Scenes
Guest Lecture by Low Kok Lim
School of Computing National University of Singapore Goal
. To put synthetic objects (computer rendered objects) into pictures or video of real scenes such that results "look right"
. Need to match Scale Camera motion . intrinsic & extrinsic parameters Illumination Mystique in X-Men 2 [Frank Vitz, 2003] 2 Mr. Smith from Matrix Reloaded
real computer real computer generated generated Taken from http://www.virtualcinematography.org/publications/acrobat/BRDF-s2003.pdf 3 Match Illumination
. Old (labor-intensive) methods Manually survey positions of light sources, and instantiate similar virtual lights to light virtual objects Photograph a neutral reference object in the scene, and use it as a guide to manually configure a lighting environment Reflection mapping
. Cannot easily simulate indirect illumination effects between real and virtual objects 4 Image-Based Lighting (IBL)
. Solves the problem by "faithfully" recording the scene radiance In a High-Dynamic Range Light Probe Image
. Use the recorded scene radiance to light the synthetic objects
[Paul Debevec, 2002] 5 Light probe image
A frame of the short film "Rendering with Natural Light" http://www.debevec.org/RNL/
6 Light probe image
[Debevec1998] 7 Overview of IBL Steps
1. Acquire background photographs or video 2. Acquire and assemble the light probe image 3. Construct light-based model . Map the light probe to an emissive surface surrounding the scene 4. Identify local scene and model its geometry and reflectance 5. Render the scene as illuminated by the IBL environment 6. Postprocess, tone map and composite the renderings
8 Detour
. We will come back to the details of the IBL steps later
. Need to first understand High-dynamic range imaging . For faithful recording of scene radiance Global illumination . For realistic rendering of synthetic objects and part of real scene
9 High Dynamic Range Imaging (HDRI)
10 Motivation
. Ordinary cameras cannot record wide range of scene radiance in one image Typically only 8-11 stops (EV) . Solution: Take multiple images of different exposures (different exposure times) and "combine" them
Multiple exposures HDR image Tone-mapped image Images from http://www.cambridgeincolour.com/tutorials/high-dynamic-range.htm 11 Results . Combining the multiple exposures, we get Irradiance at each pixel (unknown scale) . The HDR image Camera response function . R, G, B channels are generally different
12 Example
. Exposures from 30 sec to 1/1000 sec, at 1-stop increment
[Devebec1997]
13 Example
. Response functions of a Fuji 100 ASA negative film
14 Example
. The HDR image (the false colors show relative radiance values) Dynamic range about 25,000:1 (>14 stops)
[Devebec1997] 15 Example
Input images
Tone-mapped image
Images from http://en.wikipedia.org/wiki/Tone_mapping 16 Application of HDRI
. Recovery of surface BRDF
. Image processing and photography Exposures after image acquisition
Images from http://en.wikipedia.org/wiki/High_dynamic_range_image
17 Application of HDRI
Blurring (e.g. simulating out-of-focus)
Motion Blur
Images from http://en.wikipedia.org/wiki/High_dynamic_range_image
18 Application of HDR Images
. More realistic rendering HDR rendering supported in hardware
Images from http://en.wikipedia.org/wiki/High_dynamic_range_rendering 19 HDRI References
. Books High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting by Erik Reinhard, Greg Ward, Sumanta Pattanaik, and Paul Debevec, 2005 . Software Tools HDR Shop: http://gl.ict.usc.edu/HDRShop/ Photoshop CS2: http://www.adobe.com/products/photoshop/ Photomatix: http://www.hdrsoft.com/ . HDR Image Formats ILM OpenEXR (.exr): http://www.openexr.com/ RADIANCE RGBE (.hdr or .rgbe): http://radsite.lbl.gov/radiance/ . Papers [Devebec1997] . Paul Devebec et al., "Recovering High Dynamic Range Radiance Maps from Photographs," SIGGRAPH '97 [Mitsunaga1999] . Tomoo Mitsunaga et al., "Radiometric Self Calibration," CVPR '99
20 Global Illumination
21 Global Illumination
. Evaluating light reflected from a point x by taking into consideration all illumination that arrives at the point
Figure by Frédo Durand, MIT 22 The Rendering Equation
. Mathematical formulation of global illumination
Integrate over the hemisphere around x
x
23 The Rendering Equation
. Cannot be evaluated analytically In practice, send tons of random rays (Monte Carlo methods) . It is recursive
To evaluate Lref (x, ref), we need to evaluate Lin (x', in), and so on
24 Some Lighting Effects [Henrik Jensen]
Caustics caused by Color bleeding caused by focusing of light diffuse-to-diffuse interactions
25 Global Illumination Algorithms
. Ray-tracing approach Whitted ray tracing [Whitted1980] Distributed ray tracing [Cook1984] Path tracing [Kajiya1986] Two-pass ray tracing [Arvo1986] Photon mapping [Jensen1995]* . not a complete GI algorithm . Finite-element approach Radiosity [Goral1984]
26 Path Tracing
. For each pixel, shoot multiple random primary rays . At each intersection, only a secondary ray is shot The secondary ray can be in any direction, not just sampled from the specular lobe . Each primary ray from the eye and its subsequent secondary rays form a light path . The ray tree has branching factor of one
27 Path Tracing
. Simulates complete global illumination But at very high computational cost . Indirect illumination, such as caustics, exhibits high variance
10 paths / pixel
[Henrik Jensen] 28 Radiosity
. Implements only diffuse-diffuse interactions . Scene is discretized into patches, and interaction between patches are considered . Global illumination solution is computed by solving a set of linear equations . Solution is view independent and consists of a constant radiosity (W/m2) for every patch in the scene Once solution is computed, it can be viewed from any view
29 Radiosity Images The Cornell Box
[Cornell University Program of Computer Graphics] 30 Global Illumination References . Books Advanced Global Illumination, Second Edition by Philip Dutré, Kavita Bala, Philippe Bekaert, 2006 Physically Based Rendering: From Theory to Implementation by Matt Pharr & Greg Humphreys, 2004 Realistic Ray Tracing, 2nd Edition by Peter Shirley & R. Keith Morley, 2003 Realistic Image Synthesis Using Photon Mapping by Henrik Wann Jensen, 2001 Principles of Digital Image Synthesis by Andrew S. Glassner, 1995 Radiosity and Realistic Image Synthesis by Michael F. Cohen & John R. Wallace, 1993
31 Global Illumination References . Non-Commercial Renderers YafRay: http://www.yafray.org/ RADIANCE: http://radsite.lbl.gov/radiance/ PBRT (Physically-Based Raytracer): http://www.pbrt.org/ POV-Ray: http://www.povray.org/ (v3.6 does not support HDR IBL) MegaPOV: http://megapov.inetart.net/ Indigo Renderer: http://www.indigorenderer.com/ . Commercial Renderers Mental Ray: http://www.mentalimages.com/ Pixar's RenderMan: https://renderman.pixar.com/ Maxwell Renderer: http://www.maxwellrender.com/ 32 Global Illumination References
. Papers Rendering equation [Kajiya1986] . J. T. Kajiya, "The Rendering Equation," SIGGRAPH '86 Whitted ray tracing [Whitted1980] . T. Whitted, "An Improved Illumination Model for Shaded Display," Comm. ACM, 23(6):343-349, 1980 Distributed ray tracing [Cook1984] . R. Cook et al., "Distributed Ray Tracing," SIGGRAPH '84 Radiosity [Goral1984] . C. Goral et al., "Modeling the Interaction of Light Between Diffuse Surfaces," SIGGRAPH '84 Path tracing [Kajiya1986] Two-pass ray tracing [Arvo1986] . J. Arvo, "Backwards Ray Tracing," Developments in Ray Tracing, SIGGRAPH '86 Course Notes #12 Photon mapping [Jensen1995] . H. W. Jensen et al., "Photn Maps in Bidirectional Monte Carlo Ray Tracing of Complex Objects," Computer & Graphics 19(2):215-224, 1995 33 Image-Based Lighting (IBL)
34 Overview of IBL Steps
1. Acquire background photographs or video 2. Acquire and assemble the light probe image 3. Construct light-based model . Map the light probe to an emissive surface surrounding the scene 4. Identify local scene and model its geometry and reflectance 5. Render the scene as illuminated by the IBL environment 6. Postprocess, tone map and composite the renderings
35 Example
. Use this example to demonstrate the IBL steps
Background photo
Synthetic objects
[Debevec1998] 36 1. Acquire Background Photograph
37 2. Acquire Light Probe Image (HDR)
The pattern is for camera calibration. Light probe image 38 3. Construct Light-Based Model
Need to have an approximate 3D model of the environment
39 Separation of Scene
40 4. Identify Local Scene . Model its geometry and estimate its reflectance
. References Yizhou Yi et al., "Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs," SIGGRAPH '99 Paul Devebec et al., "Estimating Surface Reflectance Properties of s Complex Scene Under Natural Illumination," ACM Transactions on Graphics, 2005
41 5. Render Local and Synthetic Scene
. Using light-based model as lighting
42 6. Compositing
. When estimate of local scene reflectance is accurate
Lfinal = Llocal+synthetic + (1) Lbackground
Llocal+synthetic (Tone-mapped)
Lfinal
L background
43 6. Compositing using Differential Rendering
. When estimate of local scene reflectance is not accurate
Lfinal = Llocal+synthetic + (1) (Lbackground + Llocal+synthetic Llocal )
Llocal+synthetic (Tone-mapped)
Lfinal
L (Tone-mapped) local 44 Other Examples
45 Other Examples
46 IBL References
. Books and Notes High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting by Erik Reinhard, Greg Ward, Sumanta Pattanaik, and Paul Debevec, 2005 HDRI and Image-Based Lighting by Paul Devebec et al., SIGGRAPH 2003 Course #19, http://www.debevec.org/IBL2003/ . Software Tools HDR Shop: http://gl.ict.usc.edu/HDRShop/ . Renderers As listed in the global illumination references . Papers [Devebec1998] . Paul Devebec, “Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-based Graphics with Global Illumination and High Dynamic Range Photography," SIGGRAPH '98
47 Semi-Automatic Approach
48 Semi-Automatic Approach
. From a single LDR photo, semi-automatically estimate Geometry Camera parameters Surface properties Lighting info
49 System Overview
Input image Object insertion
Scene authoring Scene synthesis
50 System Overview
Scene authoring
51 Manual input
Bounding geometry Supporting geometry Spatial Layout Occluding geometry [Hedau et al. ’09] Light sources Spectral matting[Levin et al. ’09] Manual input
52 Area lights
Textured billboard Bounding cuboid (with transparency)
Extruded polygon
53 System Overview
Scene synthesis
54 Scene Synthesis Physical scene model Rendered scene Area lights
Bounding cuboid Textured billboard
Extruded polygon
Auto-material estimation & Auto-lighting refinement
Match input image and rendered scene 55 Material Estimation
Input + geometry
Retinex-like Direct decomposition
Reflectance 56 Lighting Estimation
Input image Physical model
Lights
Geometry w/ materials
57 Lighting Estimation
Input image Rendered (initial) Rendered (final)
58 Lighting Estimation
Result using initial Result using refined lights lights
59 External Lighting
60 External Lighting
Source bounding box Shaft bounding box
61 External Lighting
Shadow matting via [Guo et al. ‘11]
Shaft direction
62 63 64 System Overview
Object insertion
65 Inserting Objects
. Load scene into 3D modeler . Insert objects, animations . Render with any physically based renderer
66 Final Composite
Additive differential technique [Debevec ‘98]
67 Results
68 69 70 71 72 73 74 75 References
. Kevin Karsch, Varsha Hedau, David Forsyth, Derek Hoiem, "Rendering Synthetic Objects into Legacy Photographs," SIGGRAPH Asia 2011 http://kevinkarsch.com/publications/sa11.html
76 The End
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