{"title":"基于HDR光探测序列的非均匀照明表示","authors":"Jian Hu, Tao Yu, L. Wang, Zhong Zhou, Wei Wu","doi":"10.1109/ICVRV.2012.18","DOIUrl":null,"url":null,"abstract":"This paper presents a method to represent the complicated illumination in the real world by using HDR light probe sequences. The illumination representations proposed in this paper employ non-uniform structure instead of uniform light field to simulate lighting with spatial and angular variation, which turns out to be more efficient and accurate. The captured illuminations are divided into direct and indirect parts that are modeled respectively. Both integrated with global illumination algorithm easily, the direct part is organized as an amount of clusters on a virtual plane, which can solve the lighting occlusion problem successfully, while the indirect part is represented as a bounding mesh with HDR texture. This paper demonstrates the technique that captures real illuminations for virtual scenes, and also shows the comparison with the renderings using traditional image based lighting.","PeriodicalId":421789,"journal":{"name":"2012 International Conference on Virtual Reality and Visualization","volume":"356 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Non-uniform Illumination Representation based on HDR Light Probe Sequences\",\"authors\":\"Jian Hu, Tao Yu, L. Wang, Zhong Zhou, Wei Wu\",\"doi\":\"10.1109/ICVRV.2012.18\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a method to represent the complicated illumination in the real world by using HDR light probe sequences. The illumination representations proposed in this paper employ non-uniform structure instead of uniform light field to simulate lighting with spatial and angular variation, which turns out to be more efficient and accurate. The captured illuminations are divided into direct and indirect parts that are modeled respectively. Both integrated with global illumination algorithm easily, the direct part is organized as an amount of clusters on a virtual plane, which can solve the lighting occlusion problem successfully, while the indirect part is represented as a bounding mesh with HDR texture. This paper demonstrates the technique that captures real illuminations for virtual scenes, and also shows the comparison with the renderings using traditional image based lighting.\",\"PeriodicalId\":421789,\"journal\":{\"name\":\"2012 International Conference on Virtual Reality and Visualization\",\"volume\":\"356 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-09-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 International Conference on Virtual Reality and Visualization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICVRV.2012.18\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 International Conference on Virtual Reality and Visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVRV.2012.18","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Non-uniform Illumination Representation based on HDR Light Probe Sequences
This paper presents a method to represent the complicated illumination in the real world by using HDR light probe sequences. The illumination representations proposed in this paper employ non-uniform structure instead of uniform light field to simulate lighting with spatial and angular variation, which turns out to be more efficient and accurate. The captured illuminations are divided into direct and indirect parts that are modeled respectively. Both integrated with global illumination algorithm easily, the direct part is organized as an amount of clusters on a virtual plane, which can solve the lighting occlusion problem successfully, while the indirect part is represented as a bounding mesh with HDR texture. This paper demonstrates the technique that captures real illuminations for virtual scenes, and also shows the comparison with the renderings using traditional image based lighting.