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BRDF
Acquisition with Basis Illumination
Realistic
descriptions of surface reflectance have long been a topic of interest
in both computer vision and computer graphics research. In this work,
we describe a novel and fast approach for the acquisition of
bidirectional reflectance distribution functions (BRDFs). We develop a
novel theory for directly measuring BRDFs in a basis representation by
projecting incident light as a sequence of basis functions from a
spherical zone of directions. We derive an orthonormal basis over
spherical zones that is ideally suited for this task. BRDF values
outside the zonal directions are extrapolated by re-projecting the
zonal measurements into a spherical harmonics basis, or by fitting
analytical reflection models to the data. For specular
materials, we experiment with alternative basis acquisition approaches
such as measuring the response to basis defined by an anlytical model
as a way of optically fitting the BRDF to such a representation. We
verify this approach with a compact optical setup that requires no
moving parts and only a small number of image measurements. Using this
approach, a BRDF can be measured in just a few minutes.
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Visibility Sampling for Direct Illumination
State-of-the-art importance
sampling strategies for direct illumination take into account the
importance of the incident illumination, as well as the surface BRDF.
Hence, these techniques achieve low variance in unoccluded regions.
However, the resulting images still have noise in partially occluded
regions as these techniques do not take visibility into account during
the sampling process. We introduce the notion of correlated visibility
sampling, which considers visibility in partially occluded regions
during the sampling process, thereby improving the quality of the
shadowed regions. We aim to draw samples in the partially occluded
regions according to the triple product of the incident illumination,
BRDF and visibility using Monte Carlo sampling followed by Metropolis
sampling.
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Sequential
Sampling for Dynamic Environment Map Illumination
Sampling
complex illumination in the form of environment maps has received a lot
of attention in computer graphics. Recent work in this
area has demonstrated that drawing samples from the product of light
and BRDF produces superior results to
other sampling strategies. However, existing methods in this area
consider only individual frames, and do not
take advantage of coherence in animations. In this paper, we introduce
a sequential sampling approach for dynamic
environment map illumination. Our algorithm efficiently samples from
the product of illumination and BRDF, while
exploiting temporal coherence. We demonstrate significant performance
benefits over existing methods.
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| Bidirectional
Importance Sampling for Direct Illumination
Image-based
representations for illumination can capture complex real-world
lighting that is difficult to represent in other forms. Current
importance sampling strategies for image-based illumination have
difficulties in cases where both the illumination and the surface BRDF
contain important high-frequency detail, for example, when a specular
surface is illuminated by an environment map containing small light
sources. We introduce the notion of bidirectional importance sampling,
in which samples are drawn from the product distribution of both the
surface reflectance and the light source energy. While this approach
makes the sample selection process more expensive, we drastically
reduce the number of visibility tests required to obtain good image
quality. As a consequence, we achieve significant quality improvements
over previous sampling strategies for the same compute time.
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Real
Illumination from Virtual Environments
We introduce a method for
actively controlling the illumination in a room so that it is
consistent with a virtual world. In combination with a high dynamic
range display, the system produces both uniform and directional
illumination at intensity levels covering a wide range of real-world
environments. It thereby allows natural adaptation processes of the
human visual system to take place, for example when moving between
bright and dark environments. In addition, the directional illumination
provides additional information about the environment in the user s
peripheral field of view. We describe both the hardware and the
software aspects of our system. We also conducted an informal survey to
determine whether users prefer the dynamic illumination over constant
room illumination in an entertainment setting.
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| High Dynamic
Range Display
Systems
The dynamic range of many
real-world
environments exceeds the capabilities of current display technology by
several orders of magnitude. In this paper we discuss the design of
two different display systems that are capable of displaying images
with a dynamic range much more similar to that encountered in the real
world. The first display system is based on a combination of an LCD
panel and a DLP projector, and can be built from off-the-shelf
components. While this design is feasible in a lab setting, the second
display system, which relies on a custom-built LED panel instead of
the projector, is more suitable for usual office workspaces and
commercial applications. We describe the design of both systems as
well as the software issues that arise. We also discuss the advantages
and disadvantages of the two designs and potential applications for
both systems.
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Simple Blurry
Reflection with Environment Maps
We present a
technique which uses existing
OpenGL capabilities to approximate
the effect of blurry specular reflections and indirect diffuse
illumination. It
makes use of environment maps, mipmapping with level of detail control,
and
possibly texture borders. The method is extremely simple to implement,
in some
cases requiring just a single additional OpenGL statement.
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