Dynamic Real-World Lighting for Complex Scenes with Applications to Design of the Built Environment
复杂场景的动态真实世界照明及其在建筑环境设计中的应用
基本信息
- 批准号:EP/I038780/1
- 负责人:
- 金额:$ 12.74万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2012
- 资助国家:英国
- 起止时间:2012 至 无数据
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
Physically-based rendering is the process of creating accurate computer generated images using physically accurate materials and light sources and computing a simulation of the lighting. Physically-based rendering is needed by any discipline that requires an accurate representation of the lighting in an computer generated environment, it makes it possible to accurately predicate how a new building will affect the environment around it, it allows designers to test their products under any possible lighting environment at the click of a button, it enables archaeologists to delve into reconstructions of the past, and it allows entertainers to create realistic environments that may have never existed before. This 12 month project will improve the realism of physically-accurate computer generated images, and the time it takes to compute them for complex lighting scenarios. The novel methods will be used for applications in the built environment through consultancy and evaluation from Arup, a global firm providing engineering design, planning and project management services in all areas of the built environment. The realism of computer generated images has been improved by a process known as image-based lighting (IBL) which relies on the capture of High Dynamic Range (HDR) images. Unlike normal images, HDR images can represent most of the real world luminance and has made it possible to capture the entire lighting at a single point in an environment. This captured HDR image, termed an environment map is used to accurately relight a virtual environment with the captured real world luminance. This process is relatively straightforward for scenes which are directly lit by the environment map, but can be very slow to compute for scenes where the lighting needs to be computed indirectly, such as is common in applications in the built environment, for example when computing the lighting of a view from inside an office building which is entirely lit from the outside. The first goal of this project is to create a novel rendering algorithm that uses clever sampling methods which will reduce the computation of such complex scenarios to that of the straightforward case. The capture of environment maps for IBL has, until now, due to limitations in hardware capture, been limited to static scenarios. WMG is in possession of the world's first HDR video camera which can capture up to 20 f-stops at an HD resolution of 1920x1080 pixels at 30 frames per second, making it possible to capture dynamic environment maps. goHDR a company with HDR expertise will provide their compression method that will enable the dynamic environment maps to be stored as HDR videos. When not compressed, HDR videos would consume 24MB for a single HD resolution frame. This compression will allow HDR videos to be stored with a minimal overhead over a standard video, and make processing of dynamic environment maps feasible. This will enable the second major goal of this research which is to create algorithms that can compute physically-accurate rendered animations using dynamic environment maps for dynamically change lighting for complex scenarios.
基于物理的渲染是使用物理上精确的材料和光源创建精确的计算机生成图像并计算照明模拟的过程。任何需要在计算机生成的环境中准确表示照明的学科都需要基于物理的渲染,它可以准确预测新建筑将如何影响周围的环境,它允许设计师在任何可能的照明环境下测试他们的产品,只需点击按钮,它使考古学家能够深入研究过去的重建,它允许艺人创造以前从未存在过的真实环境。这个为期12个月的项目将提高物理精确的计算机生成图像的真实性,以及计算复杂照明场景所需的时间。这些新方法将通过奥雅纳的咨询和评估用于建筑环境中的应用,奥雅纳是一家全球性公司,在建筑环境的所有领域提供工程设计,规划和项目管理服务。计算机生成的图像的真实感已经通过被称为基于图像的照明(IBL)的过程来改进,该过程依赖于高动态范围(HDR)图像的捕获。与普通图像不同,HDR图像可以表示大部分真实的世界亮度,并且使得在环境中的单个点处捕获整个照明成为可能。该捕获的HDR图像(称为环境图)用于利用捕获的真实的世界亮度来精确地重新照亮虚拟环境。该过程对于由环境地图直接照亮的场景是相对简单的,但是对于其中照明需要被间接计算的场景计算起来可能非常慢,诸如在构建环境中的应用中是常见的,例如当计算来自完全从外部照亮的办公楼内部的视图的照明时。这个项目的第一个目标是创建一个新的渲染算法,使用聪明的采样方法,将减少这种复杂情况下的计算简单的情况。到目前为止,由于硬件捕获的限制,IBL环境映射的捕获仅限于静态场景。WMG拥有世界上第一台HDR摄像机,可以以每秒30帧的速度以1920x1080像素的高清分辨率捕获多达20个光圈,从而可以捕获动态环境地图。goHDR是一家拥有HDR专业知识的公司,将提供他们的压缩方法,使动态环境地图能够存储为HDR视频。如果不压缩,HDR视频将消耗24MB的单个HD分辨率帧。这种压缩将允许HDR视频以最小的开销存储在标准视频上,并使动态环境地图的处理变得可行。这将实现本研究的第二个主要目标,即创建可以使用动态环境地图计算物理精确渲染动画的算法,以动态改变复杂场景的照明。
项目成果
期刊论文数量(2)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Importance Driven Environment Map Sampling
重要性驱动的环境地图采样
- DOI:10.1109/tvcg.2013.258
- 发表时间:2014
- 期刊:
- 影响因子:5.2
- 作者:Bashford-Rogers T
- 通讯作者:Bashford-Rogers T
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Kurt Debattista其他文献
Selective rendering for high-fidelity graphics
高保真图形的选择性渲染
- DOI:
- 发表时间:
2006 - 期刊:
- 影响因子:0
- 作者:
Kurt Debattista - 通讯作者:
Kurt Debattista
Objective and subjective evaluation of High Dynamic Range video compression
高动态范围视频压缩的客观和主观评价
- DOI:
- 发表时间:
2016 - 期刊:
- 影响因子:0
- 作者:
Ratnajit Mukherjee;Kurt Debattista;Thomas Bashford;P. Vangorp;Rafał K. Mantiuk;M. Bessa;B. Waterfield;A. Chalmers - 通讯作者:
A. Chalmers
Investigation of the beat rate effect on frame rate for animated content
研究动画内容的节拍率对帧速率的影响
- DOI:
10.1145/1980462.1980493 - 发表时间:
2009 - 期刊:
- 影响因子:5.2
- 作者:
Vedad Hulusic;G. Czanner;Kurt Debattista;E. Sikudová;Piotr Dubla;A. Chalmers - 通讯作者:
A. Chalmers
HDRT: A large-scale dataset for infrared-guided HDR imaging
HDRT:一个用于红外引导的高动态范围成像的大规模数据集
- DOI:
10.1016/j.inffus.2025.103109 - 发表时间:
2025-08-01 - 期刊:
- 影响因子:15.500
- 作者:
Jingchao Peng;Thomas Bashford-Rogers;Francesco Banterle;Haitao Zhao;Kurt Debattista - 通讯作者:
Kurt Debattista
Interactive Cloud-based Global Illumination for Shared Virtual Environments
用于共享虚拟环境的基于云的交互式全局照明
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Mark Magro;Keith Bugeja;Sandro Spina;Kurt Debattista - 通讯作者:
Kurt Debattista
Kurt Debattista的其他文献
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