VIRTUALITY CONFERENCE

TURIN, ITALY
17 - 20 OCTOBER 2006
   

   
digital cinema
|virtual reality

 |computer graphics|(3d) animation
|video games
| visual effects  

 
     
at CONFERENCE CENTER TORINO INCONTRA
   
VIA NINO COSTA 8

 

English | Italiano

Image by Daniele Scerra

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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

 

   

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