Lightmaps from HDR Probes |
Bernhard Spanlang | |
VECG Group | |
University College London [email protected] |
|
Overview |
What are Lightmaps | |
Related Work | |
Motivation for using Radiance | |
Capturing HDR Probes | |
Creating Lightmaps | |
Results | |
Conclusion |
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 |
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. |
Motivation for using Radiance |
Physically accurate rendering | |
Natural lighting with HDR | |
Postprocessing using Radiance tools (exposure, falsecolor, etc.) |
|
Daylight simulation with real surroundings |
Capturing HDR Probes |
Camera response | |
Merging multiple exposures | |
For image alignment use a remotly controlled camera | |
Reflective sphere (Ball bearing) |
|
Cubic mapping HDRShop |
|
Removing Camera??? |
Lightmap Flow Chart |
Placing Radiance Cameras |
In front of each triangle |
|
Centre of surrounding rectangle |
|
An orthographic camera (-vtl) |
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. |
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. |
Results(1/4) |
Results(2/4) |
Results(3/4) |
Results(4/4) |
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 |
Summary |
What are Lightmaps | |
Related Work | |
Motivation for using Radiance | |
Capturing HDR Probes | |
Creating Lightmaps | |
Results | |
Conclusion |
Questions |
Contact : [email protected] www.cs.ucl.ac.uk/staff/b.spanlang |
by
AMcneil
—
last modified
Feb 29, 2016 12:27 PM