Description
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Publications
Papers, Journals

Additional Data
Snapshots, videos

Download Area
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Team
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Real-time Image Based Lighting in an Augmented Environment

Description
 

Current basic models (cf. Lambert, Blinn, Phong, etc.) simulate the surface environment. Thus, they just focus on
local lighting conditions without considering the whole environment. Therefore, the rendering quality
of the models achieved by these shading models is still too weak to be used convincingly in an AR setup. Considering
an AR scene, virtual objects are facing the direct comparison with real world objects. Consequently, it is more
important that the virtual objects have a more realistic look than they need to have in a purely virtual scene. The
overall goal of the project Real-time IBL is to generate a photorealistic environment, where the virtual content
is seamlessly integrated in the real scene.

The following steps are needed for creating an IBL rendered AR-environment:

  • Capturing real-world illumination (capturing the image),
  • Finding the mirrored sphere in the video image,
  • Extracting the sphere maps (for both diffuse and specular lighting),
  • Post-processing the sphere maps (e.g. blurring),
  • Rendering the virtual objects with image based lighting,
  • Finding the direction of the strongest illumination (used as light position for casting shadows), and
  • Rendering soft shadows (using shadow maps).
In our case, we use the setup with a mirrored shpere in the scene to get an illumination image of the entire scenario.

Publications

     

Photorealism in Augmented Reality setups using Image Based Lighting (to be published)

 


Additional Data

The most important difference of the first and the second figure is the fact that the IBL-rendered teapot is
influenced by lighting parameters of the surrounding environment. The dark shadowing at the left bottom of the
left teapot is not realistic and seams to be too artificially. Some results of approach are depicted in the last
two figures.

The first image represents the mirrored ball (Christmas ball) and the capturing process for the reflection map. The
capturing result is depicted in the second figure. Notice that this texture can be used for the reflection.
For the diffuse lighting, we simply blur the texture using a Gaussian filter.
 
These three figures depict the blurring effect using a Gaussian filter in the fragment shader.
 

Team