The visual quality of digital material appearance representation strongly depends,
among others, on representation of realistic illumination conditions. While accurate
material appearance can be represented by means of measured illumination and view
direction dependent textures (i.e., bidirectional texture function), the illumination
conditions can be captured in omnidirectional image (i.e., environment map) that
can be, for purpose of fast interactive visualization, represented by an appropriate
finite set of point-lights.
In this thesis we used two ways of high-dynamic-range environment map acqui-
sition obtained either by means of fish-eye photo-lenses, or by taking pictures of
mirrored sphere. The main goal of this thesis was to analyse human visual per-
ception of three different materials illuminated by ten different types of realistic
illumination conditions. We performed two psychophysical experiments with 29
naive volunteers to determine appropriate number of lights necessary to achieve the
same visual quality across different materials and illumination types. As a result of
data analysis from the experiment we suggested a computationally simple method
that can predict the appropriate number of lights for any environment map while
still preserving the required visual quality. This method successfully decrease the
processing times during rendering and still maintains the realistic visual appearance
of any digital representation of real-world materials illumination.
Anotace v angličtině
The visual quality of digital material appearance representation strongly depends,
among others, on representation of realistic illumination conditions. While accurate
material appearance can be represented by means of measured illumination and view
direction dependent textures (i.e., bidirectional texture function), the illumination
conditions can be captured in omnidirectional image (i.e., environment map) that
can be, for purpose of fast interactive visualization, represented by an appropriate
finite set of point-lights.
In this thesis we used two ways of high-dynamic-range environment map acqui-
sition obtained either by means of fish-eye photo-lenses, or by taking pictures of
mirrored sphere. The main goal of this thesis was to analyse human visual per-
ception of three different materials illuminated by ten different types of realistic
illumination conditions. We performed two psychophysical experiments with 29
naive volunteers to determine appropriate number of lights necessary to achieve the
same visual quality across different materials and illumination types. As a result of
data analysis from the experiment we suggested a computationally simple method
that can predict the appropriate number of lights for any environment map while
still preserving the required visual quality. This method successfully decrease the
processing times during rendering and still maintains the realistic visual appearance
of any digital representation of real-world materials illumination.
The visual quality of digital material appearance representation strongly depends,
among others, on representation of realistic illumination conditions. While accurate
material appearance can be represented by means of measured illumination and view
direction dependent textures (i.e., bidirectional texture function), the illumination
conditions can be captured in omnidirectional image (i.e., environment map) that
can be, for purpose of fast interactive visualization, represented by an appropriate
finite set of point-lights.
In this thesis we used two ways of high-dynamic-range environment map acqui-
sition obtained either by means of fish-eye photo-lenses, or by taking pictures of
mirrored sphere. The main goal of this thesis was to analyse human visual per-
ception of three different materials illuminated by ten different types of realistic
illumination conditions. We performed two psychophysical experiments with 29
naive volunteers to determine appropriate number of lights necessary to achieve the
same visual quality across different materials and illumination types. As a result of
data analysis from the experiment we suggested a computationally simple method
that can predict the appropriate number of lights for any environment map while
still preserving the required visual quality. This method successfully decrease the
processing times during rendering and still maintains the realistic visual appearance
of any digital representation of real-world materials illumination.
Anotace v angličtině
The visual quality of digital material appearance representation strongly depends,
among others, on representation of realistic illumination conditions. While accurate
material appearance can be represented by means of measured illumination and view
direction dependent textures (i.e., bidirectional texture function), the illumination
conditions can be captured in omnidirectional image (i.e., environment map) that
can be, for purpose of fast interactive visualization, represented by an appropriate
finite set of point-lights.
In this thesis we used two ways of high-dynamic-range environment map acqui-
sition obtained either by means of fish-eye photo-lenses, or by taking pictures of
mirrored sphere. The main goal of this thesis was to analyse human visual per-
ception of three different materials illuminated by ten different types of realistic
illumination conditions. We performed two psychophysical experiments with 29
naive volunteers to determine appropriate number of lights necessary to achieve the
same visual quality across different materials and illumination types. As a result of
data analysis from the experiment we suggested a computationally simple method
that can predict the appropriate number of lights for any environment map while
still preserving the required visual quality. This method successfully decrease the
processing times during rendering and still maintains the realistic visual appearance
of any digital representation of real-world materials illumination.
Nastudujete metody pořízení HDR snímků a jejich zobrazení na běžných zobrazovacích zařízeních.
Nastudujte principy pořízení světelných map prostředí (skládaním panorama, snímáním odrazu na kouli, širokoůhlým objektivem).
Použijte některý z principů pro rychlé/automatické pořízení mapy prostředí v LDR případně HRD formátu.
Seznamte se s metodami reprezentace map prostředí skupinou bodových světel a implementujte jednu z nich.
Implementujte aplikaci pro osvětlení virtuálních objektů pomocí změřených map.
Proveďte psychovisuální experiment se skupinou dobrovolníků, porovnávající kvalitu vykreslení 3D objektu osvětleného pomocí pořízených map různých typů prostředí s proměnným počtem světel.
Na základě analýzy výsledků určete typy a visuální rysy změřených map, které výrazněji ovlivňují lidský visuální vjem.
Zásady pro vypracování
Nastudujete metody pořízení HDR snímků a jejich zobrazení na běžných zobrazovacích zařízeních.
Nastudujte principy pořízení světelných map prostředí (skládaním panorama, snímáním odrazu na kouli, širokoůhlým objektivem).
Použijte některý z principů pro rychlé/automatické pořízení mapy prostředí v LDR případně HRD formátu.
Seznamte se s metodami reprezentace map prostředí skupinou bodových světel a implementujte jednu z nich.
Implementujte aplikaci pro osvětlení virtuálních objektů pomocí změřených map.
Proveďte psychovisuální experiment se skupinou dobrovolníků, porovnávající kvalitu vykreslení 3D objektu osvětleného pomocí pořízených map různých typů prostředí s proměnným počtem světel.
Na základě analýzy výsledků určete typy a visuální rysy změřených map, které výrazněji ovlivňují lidský visuální vjem.
Seznam doporučené literatury
E. REINHARD, G. WARD, S. PATTANAIK, P. DEBEVEC. High Dynamic Range Imaging (Acqusition, Display and Image-Based Lighting), , Morgan Kaufmann Publishers, 2006, ISBN 10: 0-12-585263-0
G. WARD, E. REINHARD, P. DEBEVEC. High Dynamic Range Imaging & Image-based Lighting SIGGRAPH 2008 Half-day Class,
Perceiving illumination inconsistencies in scenes, Yuri Ostrovsky, Patrick Cavanagh, Perception, 2005
A comparison of material and illumination discrimination performance for real rough, real smooth and computer generated smooth spheres, Susan F. te Pas, Sylvia C. Pont, 2005, ISBN:1-59593-139-2
Real-world illumination and the perception of surface reflectance properties, Fleming, R. W., Dror, R. O., & Adelson, E. H., 2003, Journal of Vision, 3(5):3, 347-368, http://journalofvision.org/3/5/3/,doi:10.1167/3.5.3.
Seznam doporučené literatury
E. REINHARD, G. WARD, S. PATTANAIK, P. DEBEVEC. High Dynamic Range Imaging (Acqusition, Display and Image-Based Lighting), , Morgan Kaufmann Publishers, 2006, ISBN 10: 0-12-585263-0
G. WARD, E. REINHARD, P. DEBEVEC. High Dynamic Range Imaging & Image-based Lighting SIGGRAPH 2008 Half-day Class,
Perceiving illumination inconsistencies in scenes, Yuri Ostrovsky, Patrick Cavanagh, Perception, 2005
A comparison of material and illumination discrimination performance for real rough, real smooth and computer generated smooth spheres, Susan F. te Pas, Sylvia C. Pont, 2005, ISBN:1-59593-139-2
Real-world illumination and the perception of surface reflectance properties, Fleming, R. W., Dror, R. O., & Adelson, E. H., 2003, Journal of Vision, 3(5):3, 347-368, http://journalofvision.org/3/5/3/,doi:10.1167/3.5.3.
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Záznam průběhu obhajoby
Diplomant odprezentoval před komisí hlavní cíle a výsledky své diplomové práce. Součástí prezentace nebyla praktická ukázka. Následně byl student seznámen s posudky vedoucího a oponenta diplomové práce. Diplomant postupně odpověděl na otázky oponenta práce.
Komise vznesla k obhajobě následující dotazy:
1) Doc. Hruška: Jaké je konkrétní využití výstupů vaší práce?
2) Prof. Vašek: Jakým způsobem posuzujete výsledek?
3) Prof. Dostál: pozn.: Aproximace dat by byla podstatně lepší s polynomem vyššího stupně.