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  Surname Name Title Thesis status   Supervisors Reviewers Type of thesis Date of def. Title
Student Type of thesis - - - - - - - - - -
Item shown in detail STANČÍK Includes the selected person into the timetable overlap calculation. Jaroslav Automatic Acquisition and Optimal Application of Illumination Environments Maps Automatic Acquisition and Optimal Application of Illumination Environments Maps Thesis finished and defended successfully (DUO).   Chalupa Petr Haindl Michal Master's thesis 1277244000000 23.06.2010 Automatic Acquisition and Optimal Application of Illumination Environments Maps Thesis finished and defended successfully (DUO).
Jaroslav STANČÍK Master's thesis 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX

Thesis info Automatic Acquisition and Optimal Application of Illumination Environments Maps

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Name STANČÍK Jaroslav Includes the selected person into the timetable overlap calculation.
Acad. Yr. 2009/2010
Assigning department UART
Date of defence Jun 23, 2010
Type of thesis Master's thesis
Thesis status Thesis finished and defended successfully (DUO). Thesis finished and defended successfully (DUO).
Completeness of mandatory entries - The following mandatory fields are not filled in for this Thesis.: Title in English
Main topic Automatické pořízení a optimální aplikace světelných map prostředí
Main topic in English Automatic Acquisition and Optimal Application of Illumination Environments Maps
Title according to student Automatic Acquisition and Optimal Application of Illumination Environments Maps
English title as given by the student -
Parallel name Automatické pořízení a optimální aplikace světelných map prostředí
Subtitle -
Thesis supervisor Chalupa Petr, Ing. Ph.D.
External examiner Haindl Michal, doc. Ing. DrSc.
Annotation 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.
Annotation in English 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.
Keywords environment illumination, texture, BTF, HDR, psychophysical exper- iment, median-cut, tone-mapping.
Keywords in English environment illumination, texture, BTF, HDR, psychophysical exper- iment, median-cut, tone-mapping.
Length of the covering note 70
Language AN
Annotation
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.
Annotation in English
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.
Keywords
environment illumination, texture, BTF, HDR, psychophysical exper- iment, median-cut, tone-mapping.
Keywords in English
environment illumination, texture, BTF, HDR, psychophysical exper- iment, median-cut, tone-mapping.
Research Plan
  1. Nastudujete metody pořízení HDR snímků a jejich zobrazení na běžných zobrazovacích zařízeních.
  2. Nastudujte principy pořízení světelných map prostředí (skládaním panorama, snímáním odrazu na kouli, širokoůhlým objektivem).
  3. Použijte některý z principů pro rychlé/automatické pořízení mapy prostředí v LDR případně HRD formátu.
  4. Seznamte se s metodami reprezentace map prostředí skupinou bodových světel a implementujte jednu z nich.
  5. Implementujte aplikaci pro osvětlení virtuálních objektů pomocí změřených map.
  6. Proveďte psychovisuální experiment se skupinou dobrovolníků, porovnávající kvalitu vykreslení 3D objektu osvětleného pomocí pořízených map různých typů prostředí s proměnným počtem světel.
  7. Na základě analýzy výsledků určete typy a visuální rysy změřených map, které výrazněji ovlivňují lidský visuální vjem.

Research Plan
  1. Nastudujete metody pořízení HDR snímků a jejich zobrazení na běžných zobrazovacích zařízeních.
  2. Nastudujte principy pořízení světelných map prostředí (skládaním panorama, snímáním odrazu na kouli, širokoůhlým objektivem).
  3. Použijte některý z principů pro rychlé/automatické pořízení mapy prostředí v LDR případně HRD formátu.
  4. Seznamte se s metodami reprezentace map prostředí skupinou bodových světel a implementujte jednu z nich.
  5. Implementujte aplikaci pro osvětlení virtuálních objektů pomocí změřených map.
  6. Proveďte psychovisuální experiment se skupinou dobrovolníků, porovnávající kvalitu vykreslení 3D objektu osvětleného pomocí pořízených map různých typů prostředí s proměnným počtem světel.
  7. Na základě analýzy výsledků určete typy a visuální rysy změřených map, které výrazněji ovlivňují lidský visuální vjem.

Recommended resources
  1. 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
  2. G. WARD, E. REINHARD, P. DEBEVEC. High Dynamic Range Imaging & Image-based Lighting SIGGRAPH 2008 Half-day Class,
  3. Perceiving illumination inconsistencies in scenes, Yuri Ostrovsky, Patrick Cavanagh, Perception, 2005
  4. 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
  5. 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.
Recommended resources
  1. 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
  2. G. WARD, E. REINHARD, P. DEBEVEC. High Dynamic Range Imaging & Image-based Lighting SIGGRAPH 2008 Half-day Class,
  3. Perceiving illumination inconsistencies in scenes, Yuri Ostrovsky, Patrick Cavanagh, Perception, 2005
  4. 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
  5. 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.
Týká se praxe No
Enclosed appendices -
Appendices bound in thesis -
Taken from the library No
Full text of the thesis
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