Virtuality
Workshop
Paul Debevec 2006
Syllabus for: Image-Based Techniques for Photoreal Computer
Graphics in Cinema and Games
Dr. Paul Debevec
www.debevec.org
(1) Image-based modeling and rendering
Differences from Traditional Modeling and Rendering
The Plenoptic Function
The Light Field / Lumigraph
Facade: Modeling and Rendering Architecture from Photographs
Case Study: Making "The Campanile Movie" Animation
Cinema Examples
Q&A
(break)
(2) High dynamic range imaging (HDRI) and image-based
lighting (IBL)
Why HDRI?
Taking High Dynamic Range Images
Response Curve Recovery Techniques
HDR File Formats
HDR Image Processing
Basic Image-Based Lighting
Advanced Image-Based Lighting
Light Source Modeling, Importance Sampling, 3D Projection
Case study: Making "Fiat Lux" Animation
Cinema and Game Examples
Q&A
Lunch
(3) Digitizing photoreal objects and environments
3D Scanning Techniques
Reflectance Modeling and Estimation
Modeling Reflectance from Unknown Illumination Conditions
Case Study: Making "The Parthenon" Animation
Q&A
(4) Creating photoreal digital actors and virtual performance
relighting
Reflectance Properties of Human Skin
Subsurface Scattering
Diffuse/Specular Separation Techniques
Image-Based Reflectance Field Measurement
Light Stage Capture and Relighting of Human Performances
Cinema Examples
Spatially-Varying Relighting
Q&A