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Lightmaps from HDR Probes

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Can be stored in low-res texture for blending original texture ... (Ball bearing) Cubic mapping. HDRShop. Removing Camera??? void glow mat_glow. 0. 0. 4 1 1 1 0 ... – PowerPoint PPT presentation

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Title: Lightmaps from HDR Probes


1
Lightmaps from HDR Probes
  • Bernhard Spanlang
  • VECG Group
  • University College London b.spanlang_at_cs.ucl.ac.uk

2
Overview
  • What are Lightmaps
  • Related Work
  • Motivation for using Radiance
  • Capturing HDR Probes
  • Creating Lightmaps
  • Results
  • Conclusion

3
What are Lightmaps
  • Precomputed illumination for interactive
    walkthroughs stored in texture memory
  • Only view independent surfaces (Lambertian)
  • Not vertex colour (usually Radiosity)
  • Can be stored in low-res texture for blending
    original texture if MultiTexture hardware

4
Related Work
  • Radiosity solution (LightScape, stored in
    vertex colour, adaptive mesh subdivision)
  • Games Engines (eg. Quakes qrad)
  • Texture bakers in Lightwave and 3D Studio Max5,
    Brazil, FinalRender, etc.

5
Motivation for using Radiance
  • Physically accurate rendering
  • Natural lighting with HDR
  • Postprocessing using Radiance tools(exposure,
    falsecolor, etc.)
  • Daylight simulationwith real surroundings

6
Capturing HDR Probes
  • Camera response
  • Merging multiple exposures
  • For image alignment use a remotly controlled
    camera
  • Reflective sphere(Ball bearing)
  • Cubic mappingHDRShop
  • Removing Camera???

void glow mat_glow 0 0 4 1 1 1 0
7
Lightmap Flow Chart
8
Placing Radiance Cameras
  • In front of each triangle
  • Centre of surroundingrectangle
  • An orthographiccamera (-vtl)

9
Rendering the Surfaces
  • Using Radiances view file (normally used for
    walkthrough animations)
  • Exploiting the ambient cache (-af file)
  • Allows parallel execution
  • Unfortunately there is no way to set the
    resolution in the view file.
  • Bug in Desktop Radiance pa option ignored.

10
Lightmap Composing
  • Aim is to merge all rendered surfaces to a single
    texture for efficient hardware rendering
  • Simplest approach use pcompos placing the images
    next to and above each other.
  • UV coordinates of resulting VRML file have to
    reflect this.
  • ra_ppm e converts Radiance file to ppm file at a
    specified exposure.

11
Results(1/4)
Composed Lightmaps
Cameras on Geometry
12
Results(2/4)
Radiance
Interactive Lightmaps
13
Results(3/4)
Lightmaps
OpenGL
Radiance
14
Results(4/4)
Lightmap
Radiance
15
Possible Improvements
  • Maintain connectivity of 3D triangles for 2D UV
    texture coordinates
  • Where not possible add extra pixels for
    interpolation (Sand pixels)
  • Triangle areas reflected in texture size
  • Coplanar surfaces represented by one lightmap
    element
  • Packing lightmap elements

16
Summary
  • What are Lightmaps
  • Related Work
  • Motivation for using Radiance
  • Capturing HDR Probes
  • Creating Lightmaps
  • Results
  • Conclusion

17
Questions
  • Contact b.spanlang_at_cs.ucl.ac.ukwww.cs.ucl.ac.uk
    /staff/b.spanlang
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