Hi Mehlika, Thanks to you as well. I already have your paper ... my student and I studied it in the fall we had problems of fusing our sky capture images (or maybe it could have been another earlier paper of yours with some of the same ideas in it? This one seems a little more detailed than I remember... anyway nice work).
We just didn't feel like taking the jump to photosphere, seing as we have been using HDRShop for so many years. Best, Claus -----Original Message----- From: Mehlika Inanici [mailto:[email protected]] Sent: 25. januar 2011 21:09 To: High Dynamic Range Imaging Subject: Re: [HDRI] capturing with concentrated light sources? A recent paper I did on IBL might be interest to some of you: http://faculty.washington.edu/inanici/Publications/inanici_luekosOct2010.pdf Best, Mehlika Claus Brøndgaard Madsen wrote: > Hi, > > This thread is getting interesting to me as well. I was not aware of the > mksource tool. Any chance I can find some documentation about how it works? > > I tested Paul Debevec's Median Cut approach some years back ... Tested it > against another method. The other method demonstrated similar accuracy with > half the directional light sources. > > My Ph. D. Student has been trying to fuse HDR images from fisheye images of > the sky (including the sun). We were using HDRshop. Capturing spanned 13 > f-stops and we could not get HDRshop to fuse HDR properly. In the end we gave > up. > > Do I really need to get a Mac just to fuse proper sky HDRs?? > > Best > Claus > > Sent from my iPod > > On 25/01/2011, at 19.59, "Guglielmetti, Robert" > <[email protected]> wrote: > > >> On 1/25/11 11:47 AM, "Christian Bloch" <[email protected]> wrote: >> >> >> >>> - IBL needs sampling settings beyond insane. >>> Ultimately, these concentrated light sources are perfect examples of >>> direct illumination sources. Brute-forcing this through a GI render >>> pipeline makes little sense. It's much more efficient to represent >>> these concentrated light sources with actual 3d lights, and in turn >>> limiting the DR in the environment map. Also gives you more artistic >>> control over shadows. Some people like to paint out direct light >>> sources completely, but I prefer blurring them out with the rest of >>> the environment to keep some ambient contribution (think hazy spill light). >>> >> Radiance includes a tool called mksource to address this. Mksource >> samples an HDR environment map and creates direct Radiance light >> sources to represent bright concentrated regions found in the map, >> moving much of the flux to the direct calculation -- more efficient and less >> artifacts. >> >> >> _______________________________________________ >> HDRI mailing list >> [email protected] >> http://www.radiance-online.org/mailman/listinfo/hdri >> > > _______________________________________________ > HDRI mailing list > [email protected] > http://www.radiance-online.org/mailman/listinfo/hdri > _______________________________________________ HDRI mailing list [email protected] http://www.radiance-online.org/mailman/listinfo/hdri
<<attachment: Claus Brøndgaard Madsen.vcf>>
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