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A lighting reproduction approach to live-action compositing

Published: 01 July 2002 Publication History

Abstract

We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.

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      cover image ACM Conferences
      SIGGRAPH '02: Proceedings of the 29th annual conference on Computer graphics and interactive techniques
      July 2002
      574 pages
      ISBN:1581135211
      DOI:10.1145/566570
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 01 July 2002

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      Author Tags

      1. global illumination
      2. image-based lighting
      3. matting and compositing
      4. radiosity
      5. reflectance and shading

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      SIGGRAPH '02 Paper Acceptance Rate 67 of 358 submissions, 19%;
      Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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      Cited By

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      • (2023)The Evolution of the Virtual Production Studio as a Game Changer in FilmmakingCreating Digitally10.1007/978-3-031-31360-8_14(403-429)Online publication date: 3-Dec-2023
      • (2022)The Virtual Production Studio Concept – An Emerging Game Changer in Filmmaking2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00020(29-37)Online publication date: Mar-2022
      • (2022)Slope Disparity Gating: System and ApplicationsIEEE Transactions on Computational Imaging10.1109/TCI.2022.31622598(317-332)Online publication date: 2022
      • (2021)Programmable Non-Epipolar Indirect Light Transport: Capture and AnalysisIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.294681227:4(2421-2436)Online publication date: 1-Apr-2021
      • (2020)Deep relightable texturesACM Transactions on Graphics10.1145/3414685.341781439:6(1-21)Online publication date: 27-Nov-2020
      • (2020)Design and Calibration of a Fast Flying-Dot Projector for Dynamic Light Transport AcquisitionIEEE Transactions on Computational Imaging10.1109/TCI.2020.29642466(529-543)Online publication date: 2020
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      • (2016)Practical multispectral lighting reproductionACM Transactions on Graphics10.1145/2897824.292593435:4(1-11)Online publication date: 11-Jul-2016
      • (2016)Separating reflection components in images under multispectral and multidirectional light sources2016 23rd International Conference on Pattern Recognition (ICPR)10.1109/ICPR.2016.7900129(3210-3215)Online publication date: Dec-2016
      • (2015)Advances in geometry and reflectance acquisition (course notes)SIGGRAPH Asia 2015 Courses10.1145/2818143.2818165(1-71)Online publication date: 2-Nov-2015
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