Physically Based Rendering of Synthetic Objects in Real Environments

Download or Read eBook Physically Based Rendering of Synthetic Objects in Real Environments PDF written by Joel Kronander and published by Linköping University Electronic Press. This book was released on 2015-11-10 with total page 157 pages. Available in PDF, EPUB and Kindle.
Physically Based Rendering of Synthetic Objects in Real Environments
Author :
Publisher : Linköping University Electronic Press
Total Pages : 157
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ISBN-10 : 9789176859124
ISBN-13 : 9176859126
Rating : 4/5 (24 Downloads)

Book Synopsis Physically Based Rendering of Synthetic Objects in Real Environments by : Joel Kronander

Book excerpt: This thesis presents methods for photorealistic rendering of virtual objects so that they can be seamlessly composited into images of the real world. To generate predictable and consistent results, we study physically based methods, which simulate how light propagates in a mathematical model of the augmented scene. This computationally challenging problem demands both efficient and accurate simulation of the light transport in the scene, as well as detailed modeling of the geometries, illumination conditions, and material properties. In this thesis, we discuss and formulate the challenges inherent in these steps and present several methods to make the process more efficient. In particular, the material contained in this thesis addresses four closely related areas: HDR imaging, IBL, reflectance modeling, and efficient rendering. The thesis presents a new, statistically motivated algorithm for HDR reconstruction from raw camera data combining demosaicing, denoising, and HDR fusion in a single processing operation. The thesis also presents practical and robust methods for rendering with spatially and temporally varying illumination conditions captured using omnidirectional HDR video. Furthermore, two new parametric BRDF models are proposed for surfaces exhibiting wide angle gloss. Finally, the thesis also presents a physically based light transport algorithm based on Markov Chain Monte Carlo methods that allows approximations to be used in place of exact quantities, while still converging to the exact result. As illustrated in the thesis, the proposed algorithm enables efficient rendering of scenes with glossy transfer and heterogenous participating media.


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