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Conference Paper

Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps

MPS-Authors
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44596

Havran,  Vlastimil
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45512

Smyk,  Miloslaw
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44842

Krawczyk,  Grzegorz
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45095

Myszkowski,  Karol
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44753

Keller,  Alexander
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Havran, V., Smyk, M., Krawczyk, G., Myszkowski, K., & Seidel, H.-P. (2005). Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps. In Rendering Techniques 2005: Eurographics Symposium on Rendering (pp. 31-42,311). Aire-la-Ville, Switzerland: Eurographics Association.


Cite as: http://hdl.handle.net/11858/00-001M-0000-000F-26DB-0
Abstract
We present an interactive system for fully dynamic scene lighting using captured high dynamic range (HDR) video environment maps. The key component of our system is an algorithm for efficient decomposition of HDR video environment map captured over hemisphere into a set of representative directional light sources, which can be used for the direct lighting computation with shadows using graphics hardware. The resulting lights exhibit good temporal coherence and their number can be adaptively changed to keep a constant framerate while good spatial distribution (stratification) properties are maintained. We can handle a large number of light sources with shadows using a novel technique which reduces the cost of BRDF-based shading and visibility computations. We demonstrate the use of our system in a mixed reality application in which real and synthetic objects are illuminated by consistent lighting at interactive framerates.