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5: Image-Based Lighting

Sunday, Half Day
1:30 5:15 pm
River Room 001
Using images of real light to illuminate computer-generated
scenes provides new levels of realism and new avenues
for creativity. This course teaches everything from the
theory behind the methods to the practical techniques
of using image-based lighting in commercial production:
high-dynamic-range photography, lighting acquisition,
image-based lighting and compositing, real-time techniques,
and ongoing research in illuminating real people and objects
with sampled light.
Prerequisites
Basic knowledge of or experience with modeling and rendering
in a traditional modeling or rendering package (for example,
3D Studio Max, LightWave 3D, Maya, or SoftImage). Familiarity
with basic lighting and compositing. No advanced knowledge
of ray tracing or global illumination is assumed.
Topics
Using high-dynamic-range imagery, acquiring light-probe
images, using global illumination, performing image-based
lighting in traditional rendering, and compositing real
people into virtual environments with consistent lighting.
Basic principles of light reflection and global illumination.
Organizer
Paul Debevec
USC Institute for Creative Technologies
Lecturers
Paul Debevec
USC Institute for Creative Technologies
Nickson Fong
Centropolis Effects
Masa Inakage
Keio University
Dan Lemmon
Digital Domain
Schedule
| 1:30 |
Introduction
Debevec |
| 2:15 |
-Capturing,
Representing, and Manipulating High Dynamic Range
Imagery (HDRI)
-Capturing Real-World Illumination
-Illuminating Synthetic Objects With Real Light
-Making "Rendering With Natural Light"
(SIGGRAPH 98 Electronic Theater)
Debevec |
| 3:15 |
Break |
| 3:30 |
-Rendering
Synthetic Objects into Real Scenes
-Image-Based Lighting in "Fiat Lux" (SIGGRAPH
99 Electronic Theater)
Debevec |
| 3:40 |
Image-Based
Lighting in Commercial Production
Lemmon
Image-Based Lighting Within Commercial Production
Fong |
| 4:25 |
Image-Based Lighting of Real Objects and Actors, LS2, LS3, and the Keio University Light Stage
Debevec and Inakage |
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