Automatic Acquisition and Optimal Application of Illumination Environments Maps

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Automatic Acquisition and Optimal Application of Illumination Environments Maps

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dc.contributor.advisor Chalupa, Petr
dc.contributor.author Stančík, Jaroslav
dc.date.accessioned 2010-07-19T17:33:18Z
dc.date.available 2010-07-19T17:33:18Z
dc.date.issued 2010-06-08
dc.identifier Elektronický archiv Knihovny UTB cs
dc.identifier.uri http://hdl.handle.net/10563/12985
dc.description.abstract 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. cs
dc.format 70 cs
dc.format.extent 44731194 bytes cs
dc.format.mimetype application/pdf cs
dc.language.iso en
dc.publisher Univerzita Tomáše Bati ve Zlíně
dc.rights Bez omezení
dc.subject environment illumination en
dc.subject texture en
dc.subject BTF en
dc.subject HDR en
dc.subject psychophysical exper- iment en
dc.subject median-cut en
dc.subject tone-mapping en
dc.subject environment illumination cs
dc.subject texture cs
dc.subject BTF cs
dc.subject HDR cs
dc.subject psychophysical exper- iment cs
dc.subject median-cut cs
dc.subject tone-mapping cs
dc.title Automatic Acquisition and Optimal Application of Illumination Environments Maps cs
dc.title.alternative Automatic Acquisition and Optimal Application of Illumination Environments Maps en
dc.type diplomová práce cs
dc.contributor.referee Haindl, Michal
dc.date.accepted 2010-06-23
dc.description.abstract-translated 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. en
dc.description.department Ústav automatizace a řídicí techniky cs
dc.description.result obhájeno cs
dc.parent.uri http://hdl.handle.net/10563/91 cs
dc.parent.uri http://hdl.handle.net/10563/220 cs
dc.thesis.degree-discipline Automatické řízení a informatika cs
dc.thesis.degree-discipline Automatic Control and Informatics en
dc.thesis.degree-grantor Tomas Bata University in Zlín. Faculty of Applied Informatics en
dc.thesis.degree-grantor Univerzita Tomáše Bati ve Zlíně. Fakulta aplikované informatiky cs
dc.thesis.degree-name Ing. cs
dc.thesis.degree-program Engineering Informatics en
dc.thesis.degree-program Inženýrská informatika cs
dc.identifier.stag 15244
dc.date.assigned 2010-02-19
utb.result.grade B
utb.result.grade B
local.subject osvětlení cs
local.subject textura cs
local.subject umělé osvětlení cs
local.subject kvalita cs
local.subject vizuální vnímání cs
local.subject světelné podmínky cs
local.subject lighting en
local.subject visual perception en


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