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Real-time Dynamic HDR Based Lighting in a Static Environment
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  1. Real-time Dynamic HDR Based Lighting in a Static Environment Marcus Hennix Daniel Johansson Gunnar Johansson Martin Wassborn

  2. The problem? • Lighting an object using HDR maps require the object to be fixed • Light information only valid in the vicinity of the light probe

  3. Proposed solution • Using standard morphing techniques with modern real-time HDR lighting • Combining multiple light probes at different locations • Must have correct occlusion of light

  4. Related work • All Debevec papers • Lucia Darsa – “Navigating Static Environments” • View morphing papers

  5. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method • Generating images with depth info • Loading data (HDR) • Triangulation • Render to cube map • Multiple rendering passes for visual effects

  6. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (1 - Scene) • Render a Cube Map with high dynamic range in 3dsmax/Brazil • Fake real depth information by using standard environment fog • Create an exporter script in 3dsmax to export dynamic lit objects

  7. HDR Image + depth

  8. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (2 – Loading files) • HDR file format • The file format used in labs doesn’t encode RLE (used in HDR shop) • Performs gamma correction to approximate camera curve

  9. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (3 – Extracting depth) • Depth buffer image generated by 3dsmax • Need to handle perspective projection • Near & far clip plane, field of view… • Fog!

  10. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (4 – Triangulation) • Triangulation possible using depth maps • Performs an inverse projection into view space • Recursive, very simple solution • Yields geometry and texture coordinates

  11. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (5 – Rendering) • Render geometry to Cube Map • Render Cube Map & Synthetic objects • Cg Shaders (bloom, materials etc.) • Pixel Buffers

  12. Images Frame Buffer Triangulation Cube Map Rendering Depth maps Method (6 – Rendering) • Final image rendered • Auto exposure

  13. Implementation • ~5000 lines of C code • OpenGL • Cg Shading Language • ARB Vertex & Fragment shaders • MS Visual Studio .NET • ATI Radeon 9500 at least • Possibly geForce FX

  14. Demo

  15. Future Work • Combining multiple light probes not yet implemented – hard problem • Applying real life photographs with depth info

  16. Questions?