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    Beteckning:________________

    DepartmentofMathematics,NaturalandComputerScience

    PhotorealisticRenderingwithVray

    AnjaRackwitz

    MarkusSterner

    15June2007

    Thesis,10points,Clevel

    ComputerScience

    CreativeProgrammingSupervisor/Examiner:SharonALazenby

    Coexaminer:Juliahln

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    ACKNOWLEDGEMENTS

    First,wewouldliketothankMagooasthecompanyfortakingusinundertheirwingsas interns. It has been a great and very educational experience for both of us and

    withoutthatexperiencenoneofthisworkwouldbeviable.Wewerealsoassignedagreatthesisontheiraccountandlendingusbothknowledgeandequipmenttorealize

    thisresearchproject.

    Notonly

    were

    we

    able

    to

    use

    their

    facilities,

    we

    also

    joined

    the

    CEO

    of

    Magoo,

    Anders,

    on a trip to lmhult to visit the IKEA design studio. This leads us to our other greatsupport, Bengt Larsson, who has helped us with both the structure of the work andprovided us with a huge insight in the 3D and photography business. Other helpfulpeople at IKEA that need mentioning are Sren Larsson and Maria Forsman, whohelpeduswiththemeanstocreateourkitchenscene.Lastbutdefinitelynotleast,we

    alsowould liketoextendourthankstoSharonLazenby,oursupervisorandtutorforthiscourseattheUniversityofGvleforsupportingusduringthisperiod.

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    Figure1:Theoriginalphotography(1)

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    TABLEOFCONTENTSAcknowledgements....................................................................................................................................... 3

    1 Introduction......................................................................................................................................... 7

    1.1 Hypothesis............................................................................................................................................. 7

    1.2 Anticipatedproblems............................................................................................................................ 7

    1.3 Expectedresults.................................................................................................................................... 8

    1.4 Limitations............................................................................................................................................. 8

    1.5 Method.................................................................................................................................................. 8

    1.5.1 Methodofchoice.......................................................................................................................... 8

    1.5.2 Methoddescription...................................................................................................................... 9

    1.6 Questionsatissue.................................................................................................................................. 9

    1.7

    Purpose

    of

    the

    research

    ........................................................................................................................

    9

    1.8 Targetgroup.......................................................................................................................................... 9

    1.9 Earlierresearchonthesubject.............................................................................................................. 9

    1.10 Dispositionofthepaper...................................................................................................................... 10

    1.11 Typographicalconventions.................................................................................................................. 10

    2 Theoreticalframework....................................................................................................................... 11

    2.1 ColorandLightRealisminReality..................................................................................................... 11

    2.1.1 TheNatureofRealLight............................................................................................................. 11

    2.1.2 Howdoescoloremitfromobjects?............................................................................................ 12

    2.1.3

    Colormodels

    striving

    for

    realism

    .............................................................................................

    13

    2.1.4 ColorprofilessRGBvs.AdobeRGB.......................................................................................... 14

    2.1.5 Colortemperature...................................................................................................................... 15

    2.2 RenderingVirtualRealism................................................................................................................ 16

    2.2.1 TheVrayRenderer..................................................................................................................... 16

    2.2.2 GlobalIllumination...................................................................................................................... 16

    2.2.3 AntiAliasingFilters..................................................................................................................... 18

    2.2.4 BumpMapping........................................................................................................................... 20

    2.2.5 DisplacementMapping............................................................................................................... 20

    2.2.6 Highdynamicrangeimaging....................................................................................................... 20

    3 VisualResponse.................................................................................................................................. 22

    3.1 Photographyasastartingpoint.......................................................................................................... 22

    3.1.1 Realism........................................................................................................................................ 22

    3.1.2 Makingthepicturealivethreemainforces............................................................................. 26

    3.2 PerceptionPsychology......................................................................................................................... 30

    3.2.1 RelativeBrightness..................................................................................................................... 30

    3.2.2 Colorinterpretation.................................................................................................................... 30

    3.2.3

    Shapesand

    forms........................................................................................................................

    31

    4 Process............................................................................................................................................... 33

    4.1 StudyExcursionDescription................................................................................................................ 33

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    4.2 Choosingaroom.................................................................................................................................. 33

    4.3 ImageAnalysis..................................................................................................................................... 34

    4.3.1 Analyzingtheoriginalimage....................................................................................................... 34

    4.3.2 Thingstochangeinthe3Dscene(Figure22)............................................................................. 37

    4.3.3

    Postproductionin

    Photoshop

    .....................................................................................................

    40

    4.4 Experiment.......................................................................................................................................... 42

    Results........................................................................................................................................................ 43

    4.5 Finalimage........................................................................................................................................... 43

    4.5.1 Thelittlethings........................................................................................................................... 44

    4.5.2 Flaws........................................................................................................................................... 44

    5 Discussion.......................................................................................................................................... 45

    5.1 UsefulmeanswhencreatingphotorealisticCGI.................................................................................. 45

    5.2 Pro&Contraphotography.................................................................................................................. 45

    5.3

    Pro&

    Contra

    3D

    ...................................................................................................................................

    46

    5.4 Whatcouldhavebeenmadebetter,andhow?.................................................................................. 47

    5.4.1 Theimage................................................................................................................................... 47

    5.5 Furtherresearchonthetopic.............................................................................................................. 47

    6 Conclusion.......................................................................................................................................... 48

    7 References......................................................................................................................................... 49

    7.1 Persons................................................................................................................................................ 50

    7.2 Websites.............................................................................................................................................. 50

    7.3 Reports................................................................................................................................................ 50

    7.4 Books................................................................................................................................................... 51

    7.5 Tableoffigures.................................................................................................................................... 52

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    1 INTRODUCTION

    Photorealism isonethe largestandmostcommonlyusedareas inthe fieldof3D. In

    the beginning of the 21century, the Swedish furniture company IKEA started todigitallystorealloftheirproductsinalargedatabase.Inthebeginningofthisproject

    alltheworkwasdonebyphotographers.However,IKEArealizedthepotentialandtheopportunitiesofthisnewgrowingmarketsimplynamed3D.Theystarted lookingfor

    exceptional artists in this specific branch when they realized that their own field ofartists would not cut it. They found the company Magoo Studios this obvious step

    leads

    immediately

    to

    the

    research

    question.

    How

    does

    IKEA

    want

    their

    pictures

    createdbyMagooStudiosandwhatmakestheIKEAproductstolookrealisticina3D

    world? The picture will not only have to appear realistically, but also give theimpression that it was taken by a real photographer with IKEAs entire theoreticalframeworkasbackground.

    Today, the pictures created with various 3D tools are not similar enough to picturestaken by a real photographer in a studio instead of in the 3D room of computer

    software.Forthisprimaryreason,thisresearchisneededandveryvaluableforalotofindividualswiththesameinterest.

    In this research, the main objective is to reveal the secrets of professionalphotographersandimplementtheirknowledgeoftheirtradeinto3Dsoftware.Afield

    tripto

    IKEAs

    main

    photo

    studio

    will

    be

    conducted

    to

    ascertain

    this

    information.

    Most

    ofthetestingwillbeaccomplishedatMagooStudiosofficetofindouthowtoreachthisgoalofaphotorealisticpictureanddevelopingaprocedurethatcanberepeatedtimeaftertimewithdifferentmodels,materialsandlights.

    1.1 Hypothesis

    Realism today is within the 3D creation, where not being able to tell the differencebetween two images, one made by a camera and one rendered by a 3D program.Whenyouasksomeone inthe3Dbusinesswhattheythinkwillmakeapicturemore

    realistic,the

    answer

    is

    almost

    every

    time:

    irregularity,

    dirt,

    grain

    or

    imperfect

    makes

    perfect, thisconclusion isthesameoneas theonebeingbrought tothe test inthis

    paper.

    However,hypotheticallywebelieveitistrue.

    1.2 Anticipated problems

    Photography and photorealism can in many ways be a very subjective issue. This isoneproblemthatcanbecomequitelargeandtotallyunmanageable.However,inmost

    cases,thisproblemwillnotoccurwhenitcomestoarealisticfeelinginanimage,but

    inother

    cases

    it

    is

    not

    realism

    when

    an

    image

    is

    supposed

    to

    mediate

    afeeling,

    where

    different viewers may have different interpretations. Otherproblems that are in thephotorealism area are the obvious problem with lighting contra material attributes.

    Different materials have different attributes that work proficient with other lights,

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    which leads to different lighting setups for different materials, even though it is thesamemodel.Forexample,oneverydullmetallicmaterialiscreatedinthefirstsceneA.Toachievethewantedeffectonthematerial,aFresnelvaluehasbeenintroducedwhich demands a lot more intensity on the lights. Fresnel provides a more realisticfallofftothereflections,andalsofacingtheobserverspointofview.Therefore,ifweusethesamelightsinsceneB,whereallmaterialsaremuchbrighteranddonothave

    asin

    this

    case

    aFresnel

    value,

    everything

    will

    become

    too

    bright.

    Accordingly,

    every

    scenedemandsdifferentlightingattentioneventhoughithasthesamegeometry.Ofcourse,evendifferentgeometrywillrequireadifferentlightsetup.

    Typically,theobservercandefinewhatdoesnotappearrealistic.Thismeansthatthehumaneyeisfamiliarwitharealisticsurrounding,anddetectsevensmalldivergences

    veryeasy.Thatiswhyasyntheticphotorealisticimagehastobeveryclosetorealityinsomeareaswheretheeyeisverysensitive.

    1.3 Expected results

    Becauseof

    the

    fact

    that

    this

    paper

    has

    brought

    up

    an

    enormous

    subject,

    no

    absolute

    revealingtruthwillbedeclared,althoughhopefullysomepiecestothevastpuzzlethat

    is called photorealism will be put in the right places. However, this research willsummarize certain knowledge, maybe not of a global scale, nevertheless furtherinformationtohelp3Dprofessionalswiththeireverydaywork.

    1.4 Limitations

    SincethisresearchwillbeconductedintheserviceofMagooStudios,itwillonlyfocuson the software that Magoo has at its disposal. The software consists of the 3D

    programAutodesk

    3D

    Studio

    Max,

    which

    includes

    V

    ray

    renderer.

    No

    comparison

    of

    theVrayrenderertootherrendererssuchasmentalraywillbecarriedout,becauseitisnotintheareaoftheresearchwherephotorealismwillberesearched.However,this

    paperwilldescribevariousproblemsandlimitationsofthevrayrendererforrealisticimagery.Forthatreason,thisresearchispurelyartistically,nomathematicalissuesor

    similarity will be researched within this thesis, as well as there will be no animationsequenceandtroubleshootingwithavoidingflickerwithanyofthetoolsthatwewill

    use.Therefore,thisresearchprojectisaimedtowardMagoo,IKEA,andtheirguidelineframework,whereonlystillimageswillbeprocessedandresearched.

    1.5 Method

    When our research is to reach a result that is to be interpreted by the eyes, it isdoubtfulthatonemightnotcallitartistic.Justbecauseofthatfactourresearch,asalot of other research in the computer science area, will be done in the manner of aconstructiveresearch,wheretheconclusionsarebasedonempiricalfacts.

    1.5.1 Method of choice

    SincethisprojectisaimedwiththelineofworkthatMagooStudiosareconducting,sowillthispaper,althoughatsomewhatwiderspan.Themainresearchwillbeascenetaken by a photograph and then that photo (Figure 1on page 4) will be mimed as

    similaraspossiblewiththehelpofthe3Dsoftwareatourdisposal.Whatmightbea

    problem

    with

    this

    method

    is

    if

    the

    photograph

    taken

    by

    the

    camera

    is

    not

    exactly

    like

    the way IKEA wants it, the research conducted may be heading in a very wrongdirection.

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    1.5.2 Method description

    The first step would be the recreation of the photographed scene with models andtextures, placing all the objects in the right places and so forth.The big challenge isthentolightthesceneinthesamewaythephotographerdid,withthegoaltoachievetheexactsamepictureattheendoranevenbetterresult.

    1.6 Questions at issue

    Howshouldacomputergeneratedimagebecreatedtolookphotorealistic?

    Whattoolsareappropriatetousetoreachthewantedresult?

    Whatarethelimitations,problems,prosandconsforbothphotographyand3D?

    1.7 Purpose of the research

    Intodayssociety,3Dgraphicsisarapidlygrowingmarketthatmostlyisestablishedin

    television commercials, computer, console games, and special effects in movies. Araisingdemandforrealistic3Dfootagetherebyisadvancing.Thisleadsdirectlytoour

    research, which is mainly created in the service of Magoo Studios, however also forindividuals who strive for a photorealistic result in the 3D graphics area. Due to thescaleofthisresearchandthehugetopicofphotorealism,wehavenarroweditdownaccordinglytothe limitationcaptions.Wewill focusonthecreationofphotorealisticfurnitureandhomescenes,whiletryingtomakethemasrealisticaspossiblewiththetimeandtoolswehaveatourdisposal.Withthistaskathandeverysuccessivestepinthe right direction will be documented. In short, we will make a home environment

    and/or single furniture look attractive (a must have feeling), as well as appearing

    realistic.

    1.8 Target group

    Basically, this paper is written as a foundation stone for people working withphotorealisticrendering.Itsummarizesideasandknowledgeaboutphotography,lightand color theory, and 3D, especially the rendering process. It can be useful foreveryonewhoisinterestedinoneofthesetopics.

    1.9 Earlier research on the subject

    Intodayscreationofactionandsciencefictionmoviesortelevisionseries,there isaveryexcessiveamountofcomputergenerated imagesusedforthecreationofeitherthings that are impossible to make with raw materials or scenes that would be tooexpensivetocreatewithouttheaidofcomputergeneratedimagery(CGI).Sinceevery

    new effect or creation is different from the other, each one of these new effectsrequiressomeformofresearchtogetthedesiredresult.However,everytoolthat is

    usedontheotherhandhasbeendevelopedbysomesortofresearcher;thereforeonemightaskthem,whatmakessomethingaresearch?Forexample,thecreationofthe

    motion picture Lord of the rings directed and produced by Peter Jackson, hugearmies were moving across middle earth. How could such a scene be made without

    CGI?To

    hire

    10,000

    extras

    and

    coordinate

    them,

    would

    be

    an

    almost

    impossible

    task

    andthecostwouldbetremendous. Instead,astudioof3D individualswashiredand

    accomplishedthattaskmostadmirably.

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    Thegoalofthisresearchistomimicaphotographtakenbyarealcamera,whichonecannotruleoutthefactofallpreviousinquiriesanddiscoveriesproducedintheworldofphotography.All3Dhasphotographyinfluences.Thereforetoexcludethehistoryofphotography research would be inevitable. To dig deeper into the category ofphotographyphysicsisalwaystobefound.Becauseofthis,alotofphysicaltermsareusedintodays3Dgraphics.

    The issuethathasbeenbroughtforth inthisdiscussion isthefactthatallofthishasbeenalreadycreatedonvariouslevels,butitisalsouptooneanotherwhatyouwouldcall research. Though it might be hard to believe that anyone previous has made aresearch onhow IKEAwants theirCGIsappearance. The art director at IKEA mighthave someclear ideasorhave made somedrafts of them.However, theymight not

    have lookeddeeper intothesubjectofwhy theywantaparticular look, inaspecificwayorhaveacharacteristicfeel.

    1.10 Disposi tion of the paper

    Photorealism

    in

    images

    can

    be

    seen

    as

    the

    art

    to

    find

    a

    balance

    and

    harmony

    betweenscientificstructuresandpureartisticwork,saysBengtLarsson.Tosuccess

    withthiscombinationwesometimescallafeelingforimages,directlytranslatedfromSwedishsbildknsla(2).That iswhythisresearch isdividedwiththescientificpartabout the theoretical background, whereas the artistic side of our work will bediscussedthereafterinvisualresponse.Thepracticalwork,describedinpart3,consistsofcloningaphotoofoneofIKEAskitchenin3D(Figure1).

    1.11 Typographical conventions

    Manyof

    the

    translated

    technical

    words

    are

    taken

    from

    awide

    ranging

    dictionary

    on

    theInternet.(3)

    Thesoftware3DStudioMaxabbreviatesto3dsMax.

    Threedimensionalabbreviatesto3D.

    HighdynamicrangeimagingwillbeshortedtoHDRI.

    ComputergeneratedimagerytoCGI

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    2 THEORETICAL FRAMEWORK

    The process of creating synthetic images that are indistinguishable from realphotographs is called realistic image synthesis (4). To achieve photorealism with acomputerisachallengingtaskandrequiresunderstandingofthefundamentalphysicsandpsychophysicsof light.Howdoes light interactwithmaterialsandsurfaces inthe

    realworld?Whathappenswhenlightraysenterthehumaneye?

    In the 3Dworld there are many mathematical algorithms that simulate thisprocess.Light is bouncing around from a light source through the scene into the camera.

    Depending

    on

    the

    objects

    materials

    the

    light

    creates

    reflections

    and

    refraction

    on

    surfacesor isscattering inamedium.Thereareseveral importanttermsandtoolsof

    photorealismsuchasvray,globalillumination,raytracing,antialiasing,andsoforth.Sincetheyarekeystonesinthisresearchathoroughexaminationofthesesubjectsisinorder.

    2.1 Color and Light Realism in Reality

    2.1.1 The Nature of Real Light

    TheGreekshavefoundedthebaseoftodayscurrenttheoriesof light.Theybelievedthat

    light

    was

    emanating

    from

    the

    eye

    and

    touching

    the

    objects

    that

    we

    see.

    Even

    first

    theoriesaboutreflectionandrefractionweredescribedby theGreekmathematicianEuclid, the astronomer Cleomedes and Ptolemy, mathematician, geographer,

    astronomer, and astrologer. New breakthroughs in understanding light were merelycompleted at great distances until the 17

    th century with Christian Huygens (1629

    1695), a Dutch mathematician, astronomer and physicist and Isaac Newton (16421727),theregardedEnglishmathematician,physicist,astronomer,naturalphilosopherand alchemist. Many breakthroughs in mechanic, gravitation, and optic were madeespecially by Newton. However, since their findings, light was interpreted as a wavemotionandcouldbeseparatedoutintoitscolorspectrumwithaprism.Newtonalsopublishedatheorythatlightparticlesareemittedfromlightsourcesandmoveinstraitlinesuntilthey impingeonasurface.ThomasYoung(17731829)andAugustFresnel

    (17881827)

    studied

    the

    effects

    of

    polarization

    and

    diffraction.

    That

    gained

    credence

    to

    thewave theoryrefinedby JamesMaxwell (18311879),whodefined the lightasanelectromagneticwave.Intheearly20

    thcentury,AlbertEinsteinmodernizedthewhole

    physicalworld,amongothersbyintroducingtheuseofphotonstodescribethephotoelectric effect; the process whereby electrons are liberated from a metallic material

    which is rayed with electromagnetic radiation such as xray, ultraviolet light ordaylight.Thephotonistheelementaryparticleinlightexplainingtheelectromagnetic

    effects.

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    Today,thephysicsoflightisdefinedasacombinationofseveraldifferentmodelssuchas ray optics, wave optics, electromagnetic optics, and photon optics. In computergraphics,ray optics is the fundamentaland almostsolely model for lightcalculation.(4)(5)

    Figure2:Theelectromagnetic spectrum,whichencompasses thevisible regionof lightfor the

    humaneye

    2.1.2 How does color emit from objects?

    The process of seeing is much more complex than taking a picture with a photocamera.Thepictureon the retina in theeye is notonly thereflection of thereality.Thispictureneedstoconverttoelectricalimpulsesandtobeinterpretedbythebrain.

    Light falls onto an objects surface. The light is absorbed, refracted or reflected indifferentwavelengthsfromthesurfacedependingonwhatkindofmaterialtheobjectconsistsof.Thenthiscertainwave lengthenterstheeyeandreaches theretina.Thehumaneyehasatrichromaticcolorsense,whichmeansthreedifferenttypesofcone

    cellsfor

    red,

    green

    and

    blue

    light

    that

    that

    turns

    the

    incoming

    information

    to

    neuronal

    signals.Ifalltheformsofconesarestimulatedequally,thecoloriswhite.Blackisseen,

    if none of them responds. This combination offers to apprehend the lights wavelengthsfrom400nmto780nmofthecolorspectrum(Figure2,Figure3).Forhumanbeings, this color spectrum is continuing and means that they can apprehend every

    color and light, but ultraviolet and infrared light. Some animals have this ability, forexample bees. They are sensitive for ultraviolet light for everything but the redfrequencies.Thebeesseeredasgreytones.

    Therefore, color can be defined as both subjective (what we see on an objects

    surface),andevenobjectiveas thecertainwave lengththathasbeenreflected fromtheobjectssurface.(6)(7)

    Figure3:Thisimageshowsthevisiblespectrumofwhitelight

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    2.1.3 Color models striving for realism

    The observers color impression is subjective. Everyone apprehends different colors.Thepresentdaylivingischaracterizedbyallthinkableformsofimagesinmedia.Thereare both printed media like papers, books, magazines, posters, catalogues, etc andnonprintedmediasuchastheweb,film,computergraphicsinvideogames,computergames,presentations,advertisingandmuchmore.Toproducephotorealistic images,

    the reproduction of the original will, appear exactly the same in an ideal case. Theprocessforthemajorityofeveryreproductionforscreenorprintisdigitaltoday.This

    requires technically that all equipment display the colors in the exact same way,practicallythisisnotpossible.

    Thedifferencebetweenprintedornonprintedpresentsthemainproblem.Printscanonlyabsorborreflectacertainwavelength(subtractivecolormixwithcyan,magenta,yellowandblack),whilescreensofanykindareworkingwithanadaptivemixoflight

    (phosphors).Theimaginationintheidealcaseisforexampleamonitorcandisplaytheequalcopyofapicturewith itscolorand intensity.Assoonas the light in theroom

    changestodark,theoriginalpictureloosescontrastandintensity,whiletheimageonthescreenappearstobebrighter.Theoppositehappenswhenlightmeetsthescreen

    andthe

    contrast

    nearly

    disappears.

    The

    human

    power

    of

    seeing

    is

    very

    adaptive

    and

    adjustssuchvarianceincontrasts,color,intensityetc.

    Even equipment working with the same technology can heavily distinguish themselves. These differences are often based on the equipment construction andfunctionality. A monitor uses phosphors to produce colors. A scanner or digital

    camerashassensitive lightsensorstocapturedata.Printerscolorsaregeneratedbydifferent pigments of CMYK color model. For exampleworking with colored pictures

    withascanner, a monitor, andaprinterwithoutusing the sameColor ManagementSystem(CMS) involvesgreatdiscrepanciesofcolorvalidity.Therefore,everydeviceisdelivered with its own machine profile, which has to be compatible with others,following the International Color Consortium (ICC) standard. Every machine workingwiththe imageshouldusethesamecolorprofileandeventhesamecolormodel,as

    longas

    possible.

    With

    every

    conversion

    from

    one

    gamut

    to

    another

    (for

    example

    RGB

    toCMYK)somecolorinformationwillbelost,becauseoftheirdifferentcoloramount.(6)

    PrinterscanonlyworkwiththeCMYKcolormodel,whichissmallerthantheRGBcolormodel.Thatcreatessomeproblemsforsomecolorsarenotprintable.Theyhavetobeconverted to an equivalent CMYK color mix. It appears always some divergence,especially luminous colors. Very bright white tones or very dark black tones arecomplicatedtoprint.Thisisaboutupto34%colorinwhiteormore95%ofblack.Theprinters cannot display this minimal amount of color and a sharp edge appears.Therefore, IKEA sets a limit to 247 for white (maximum 255) and 10 for black whileworkingintheRGBmode.Thislimithastobeobservedespeciallyforborderregionstoprevent the object from floating out into the whitebackground.Smaller regions like

    highlightsinreflectionsaregrantedexception.

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    2.1.4 Color profiles sRGB vs. Adobe RGB

    The human eye can apprehend a color spectrum as represented in the CIE xy

    chromaticitydiagram(Figure4).Thisspectrumismuchlargerthananycolorprofile.AcolorwiththreeRGBvalueshasalsotobeassociatedwithacolorprofilelikesRGBor

    Adobe RGB as two of the most common representatives. sRGB was created in

    cooperationby

    Hewlett

    Packard

    and

    Microsoft

    Cooperation

    for

    certain

    use

    on

    LCD

    and

    CRTmonitors,digitalcameras,scannersandprinters. Ifproperlycalibrated, theycannearlyproduceallcolorsinthesRGBscolorgamut(colorspace).ThesRGBsgamutisthe smallest one and therefore limited for more demanding outputs such asprofessionalphotoprints.WorkingwithAdobeRGBoffersawidergamutespeciallyforgreen tones as shown below (Figure 4). However, due to the fact that those colorscannotbedisplayedonusualscreens,thisprofiledemandsbetterandmoreexpansiveequipment.AssigningthesRGBprofiletoan imagewiththeAdobeRGBprofilecould

    result in loosing color information. (8) Rendered images, delivered by 3ds Max, areuntagged. Their color spectrum closely resembles the sRGB gamut with its color

    structure.Thereforewecanhandletheminafairlypredictableway.(2)

    Figure4:ThisimagesshowsthesRGBgamut(thesmall)andtheAdobeRGBgamut,bothplaced

    in the CIE 1931 color space chromaticitydiagram. The outer curved boundary represents the

    spectralcolors,withthelightswavelengthmeasuredinnanometers.

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    2.1.5 Color temperature

    Principallyeveryobjectreflectsacertainwavelength,butnottheidealizedblackbodywhich absorbs any kind of light. A light sources color temperature meters thetemperature that a black body has while lighting it with different lights. The colortemperatureismeasuredinKelvinasinsomeexamplesinthetablebelow(Table1).

    CommonColorTemperatures

    Source K

    Candleflame 1900

    Sunlight:sunsetorsunrise 2000

    100watthouseholdbulb 2865

    Tungsten lamp (500W 1k)

    3200

    Fluorescentlights 3200

    7500

    Tungstenlamp(2k 10k) 32753400

    Sunlight: early morning,lateafternoon

    4300

    Sunlight:noon 5000

    Daylight 5600

    Overcastsky 60007000

    Summer sunlight plus sky

    blue

    6500

    Skylight 1200020000

    Table1:Realworld color temperatures, startingwith the lower temperaturesgoingfrom red,

    throughwhitelighttoblue.(9)

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    Thelightisredifthecolortemperatureisaround2400K,yellowat4800Kandbluishat9300K.Daylightisdefinedaround6500K(Figure5).(10)

    Figure5:ThecolortemperatureplacedintheCIE1931colorspacechromaticitydiagram.

    Evenwhenknowingallaboutcolor,colormodelsandprofiles,colortemperature,etc,

    still leaves hundreds of questions unanswered. Bengt Larsson expressed himself thisway:Formecolorseemstobeamixofvoodooandmarshyground.(2)

    2.2 Rendering Virtual Realism

    2.2.1 The V-ray Renderer

    Vray

    is

    arendering

    plug

    in

    for

    the

    3D

    software

    3D

    studio

    Max

    which

    supports

    almost

    every feature in 3Dstudio max. The plugin is made by a Bulgariancompany namedChaos group.Vray is an extremely powerful tool when it comes to rendering. Vrayhas large arsenal of tools to its disposal, for example ray traced reflections, indirectillumination,caustics,antialiasing,etc.Therewillbeashortdescriptionlaterofsome

    of theexcellent tools that isprovidedwith thevrayplugin,whichalso involvesourresearch.(11)(12)

    2.2.2 Global Illumination

    Global illumination or GI is yet another tool for photo realistic images. Global

    illumination is a set of algorithms that can be used in 3D, for example Ray tracing,beam tracing,ambientocclusionorphotonmapping.Allof theseGlobal illumination

    methodsuse

    algorithms

    named

    diffuse

    inter

    reflection

    and

    specular

    reflection.

    Diffuse

    interreflectionisdescribedbylighthittinganunevensurface,bouncesoffitagainandhits other surfaces, thereby illuminating them as well. While specular reflection is a

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    reflectioncomingfromaperfectevensurfacesuchasamirrororalakeonacleardayandthereforereflectstheraysinastraightangleaccordingtothelawofreflection.Thislawstatesthatanyincominglightthatbouncesoffasurfaceandisreflectedwillhavethesameangelastheincominglight.(13)

    The main goal of global illumination is to enable a correct calculation of the lights

    intensity

    at

    any

    point

    in

    the

    model.

    Without

    using

    global

    illumination

    the

    image

    often

    appearsflatandsyntheticandloosesitrealistictouch,forexamplecolorbleeding.Thecoloringofthesurfacefromthereflectionsofthespherescanbesimulatedwithglobalillumination,otherwisewithradiosityorcoloredlight(Figure6)(14).

    Figure6:Arenderwithout(l)andwith(r)globalilluminationon.

    Themajorityoftheglobalilluminationalgorithmsthathavebeendevelopedarebased

    ontwomajortechniques:Raytracing(pointsampling)andradiosity(finiteelements).Bothofthemhavetheirstrengthsandweaknesses.Hybridtechniquesarecombining

    thebest

    of

    both.

    (4)

    2.2.2.1 Ray tracing

    Ray tracing is a method used mostly when creating photo realistic images. However

    because of its precision and excellent quality, it also is a very demanding renderingmethod.Whattheraytracerdoesissimilartothename,whichismisleading.First,theraytracerssoftwaredeterminatesthepositionofthecamerainthescene.Secondly,itcalculatestheanglewherethecameraispointedanditsfieldofview.Afterthatphase,the ray tracing algorithm sendsouta ray for each pixel in the viewport out into thescene.Thenthesoftwarecalculatesthecolorofeachpixel,dependingontheraysentfromthecameraandbouncedonthetargetedsurfacethatithitslater.Raytracingis

    thoughttobethemostaccuratemeasureofrenderingpossible.However, italsohasflaws, such as depth of field. It cannot be rendered, because with a ray tracing

    algorithmeverythinggetsperfectlysharpandeven.(15)(16)

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    2.2.2.2 Radiosity

    Radiositytechniquesweredevelopedand introducedbyateamofresearchersattheCornellUniversityat1984;someyearsbeforetheraytracingmethodswasestablishedasanalternativemodel.Thisalternativefiniteelementmethodisaglobalilluminationalgorithm handling the interaction of light on purely diffuse surfaces. This methodsinnovation consists in objecttoobject reflections. Earlier light reflection models did

    not account for the interaction of Lambertian (diffuse) surfaces and thereforeincorrectly calculated the global illumination effects. The surfaces in the scene are

    divided up into smaller patches, which are rendered in turn. For each pass of thealgorithm, the total amount of light at each patch is calculated, meaning that light

    bouncingoffasurfacehittinganotherisaddedaswellinthenextpass.

    Laterradiositycouldhandlemorecomplexreflectionsmodels,howevernospecularorglossysurfaces.Radiosityisquiteefficientinsimplesceneswithdiffusematerials,but

    itbecomes verycostly in termsof rendering timeandstorage requirementswhen itcomestocomplexmodelsandnondiffusematerials.(4)(17)

    2.2.2.3 Caustics

    Caustics are called the reflection patterns that appear when light is reflected on ametallic surface or refracts through transparent objects such as glass, water or ice.These patterns depend only on the light sources position as shadows, not theobserverspointofviewsimilartoreflections.Intherenderingbelow(Figure7),therearecausticsontheflourandintheglasses.Thisimageisgeneratedwiththeaidofavraytutorial.(18)

    Figure7:Especiallywhenrenderingglassandmetallicmaterialcausticscanbegenerated,asin

    thisimageonthefloor.

    2.2.3 Anti-Aliasing Filters

    Originallyaliasingisanaliasofoneuniquesample,whenyouusethesameinformationover and over again, a pattern of these identical parts may appear if you have notsampled the original information high enough, and form a distortion in the image

    edge.Thisproblemcommonlyoccurswhenanimageisgivenalowerresolution.Antialiasing is exactly what it implies, a counter measure to these aliasing effects, a

    mathematical cure to the problem with undersampling or low resolution images.

    Whatan

    anti

    aliasing

    filter

    actually

    does

    is

    that

    it

    distorts

    or

    blurs

    the

    original

    shape

    edge, fooling the eye where it is more exact than it actually is. There are manydifferenttypesofAntialiasingfilters,foundintherenderingwindow.

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    Someof themjustblur thejaggededges,othersjitters theoriginalpixelwhileothermethodschangesthetoneofthecolortone.

    Vrayoffersbothsharpeningfilteraswellassofteningfilters.Thedefaultfilter isthearea with a variablesize filter. The parameter can change from 1.0 to 20.0 where

    smaller size means a sharper result, as for example 1.5 which is at default. The

    Blackman

    works

    equal

    to

    the

    sharpen

    filter

    in

    Photoshop,

    though

    without

    extra

    parameters to control. The CatmullRom gives a similar sharpen effect like theBlackman, but it even slights the edgeenhancement. There are no controllableparameters in this filter either. Another sharpening filter is SharpQuadratic 9pixelreconstruction filter from Nelson Max. Especially in animation sequences it is notalways wanted to sharpen details, but provides a smoother look. The filters such as

    Cubic,Quadratic, Soften orVideo can be applied. Some filters can both soften andsharpen,forinstanceCookVariablewithvaluesof1.0to2.5forsharpeningandhigher

    valuestoblurtheimage.EvensoMitchellNetravaliisworking,wheretheuserisgiventovalueanisotropytoblurandringing.Bothvaluesvanvaryfrom0.0to1.0while0.33

    isdefault.WhilerenderingshotsusingdepthoffielditcanberecommendedtoapplyBlend,sincethisfilterblendsbetweensharpareasandGaussiansoftenfilters.

    It

    often

    takes

    some

    experimenting

    time

    to

    achieve

    the

    best

    result

    for

    a

    particular

    image.(9)

    2.2.3.1.1 QuasiMonteCarlo

    Monte Carlo is an algorithm simulated by computers and used in a wide area ofexpertise. This simulation is most useful when calculating things that have a largedegreeoffreedom,suchascellularstructuresorfloatingliquids.MonteCarlohasalsoproven to be very valuable in computer graphics, whilst calculating the globalilluminationbecauseofitsuniqueabilityofrandomlyfindingthecorrectresult,aswellas being very precise. The only downside in this context would be the highlydemandingcalculationtimes.

    QuasiMonte

    Carlo

    on

    the

    other

    hand

    is

    pretty

    similar

    to

    the

    regular

    Monte

    Carlo

    method. Thedifference is that the Quasiversion works with numbers that are in anorderedsequence,whiletheregularoneusespseudorandomnumbers,whichmeansthat the numbers seem to be random but are not. This is why the Quasimethod isfasteringeneratingaresult.

    AswritteninthehelpfilesfortheVrayrenderer:TheQuasiMonteCarlomethodfor

    computingglobalilluminationisabruteforceapproach.Thisisextremelytrue.WithintheboundariesofGlobalillumination,theQuasiMonteCarlomethodrecomputesallpixels in the whole scene that are shaded and calculates upon it individually. Thismightseempeculiar;however,itisalsoextremelyaccurate.(11)

    2.2.3.1.2 Photonmap

    As previously mentioned, radiosity and raytracingbased methods are combined inhybridtechniques,sinceradiosity isefficientatdiffusereflectionwhereasraytracingcreatesgoodspecularreflection.Photonmappingtakesanalternativeapproachthanthehybridtechniques.Withphotonmapping,theinformationisstoredaspointsinthe

    photonmap,whichisaseparateindependentdatastructure.Thelightsemitphotons

    thataretracedthroughthescene,reflected,refracted,absorbedorscattered,buildingthe photon map that contains information about all photon hits. Especially in verycomplexmodels, thisprocesscalledphoton tracingsimplifies therepresentationandmakes the rendering process more efficient. This advantage is based on thefunctionality of the photon maps illumination that is decoupled from the geometryand allows handling even arbitrary surfaces. The photon map can be seen as a light

    cache inbidirectional path tracing, which means sampling the image both from the

    lightsources

    (such

    as

    caustics)

    as

    well

    as

    from

    the

    observers

    point

    of

    view

    (such

    as

    mirrorreflections).Inthesecondpassthe imageisrenderedusingtheinformationinthephotonmap.(4)

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    2.2.3.1.3 LightCache

    Lightcachingalsoknownaslightmappingisaprocedurethatisverysimilartophoton

    mapping,although,itisconsideredtobeitsreplacement,becauseofitssuperiorityinmostcases.Lightcaching issimilartophotonmapping,but insteadofcalculatingthe

    lightemittedfromallthelightsources,thepathistracedfromthecameraandintothe

    3D

    structure.

    Then

    the

    accumulated

    energy

    is

    stored.

    Advantages

    using

    light

    caching

    instead of photon mapping are for instance a functioning use of skylights and omnilights.Lightcalculations incornersseemmorecorrectand inmostcasesthepreviewresultsseemveryquick.Althoughsimilartothephotonmap,lightleaksmayappear,aswellastheuseofbumpmappingdonotworkeverytime.(11)

    2.2.4 Bump Mapping

    Bumpmappingisamethodwherethecamerahasbeentrickedtointerpretasurfacedifferentfromwhatitactuallyseemstobe,withthehelpofabumpmappingtexture.

    Applingaspottedtexturetoasphere, itwillappearsimilartoaballwithmanysemideep holes in it. There are two methods for Bump mapping in the field, real Bump

    mappingandfake.

    The

    real

    Bump

    mapping

    method

    takes

    each

    pixel

    from

    the

    Bump

    map

    texture

    and

    calculatesaheightmapfromit,penetratingthesurfacenormalandbinormalateachrenderedpixelofthesurface.

    ThefakemethodsofBumpmapping,alsocalleddot3Bumpmapping,isoftenusedin3Dgraphicsforgames. ItworkssimilartoNormalmapping,because itusesatexture

    mapwithcolorinsteadofagrayscale,deliveringalotmoreinformation,whichontheotherhandismoretimeconsuming,too.Thecolorsblue,green,andredrepresentthenormals x, y,andz in 3d space.Eachpixel in the Bumpmap texture is treated as avertex, which is placed upon the material, where the object has a whole newappearance.(19)(20)

    2.2.5 Displacement MappingDisplacementmappinggivesasimilarresultasbumpmapping,exceptitdoesnotalter

    thewaythecamerainterpretthenormals.Instead,italterstheactualgeometry,whichcan cast shadows, occlude other objects, basically everything a real geometry does.

    The first renderer available, that could create a Displacement map, was PixarsRenderman.TheRendermanrendererusedamethodcalledmicropolygonrendering.

    Every pixel in the texture for the Displacement map was treated as a polygon. Inprograms such as zbrush, this map for the Displacement can be created and then

    appliedtotheobjectinthe3Dprogram.(21)

    2.2.6 High dynamic range imaging

    Thehumaneyeworksveryefficientwhen itcomestofastadaptiontochanging light

    intensities.It

    has

    the

    possibility

    to

    distinguish

    millions

    of

    detail

    in

    color

    and

    intensity

    bothonthebeach,abrightsummerday,andinadarkroomlitupwithcandlelights.Even if thedaylight is much brighter than thecandle light, theeyecanadapt to theintensity. This adaption makes it possible to see details both in a dark room andoutside the bright window. A standard camera cannot adapt to several differentexposuretimes.Thatiswhytheimagehaseitheroverwhiteareasasinthewindow,

    oroverblacksinthetoodarkroom.

    Today,HighDynamicRangeImagingorHDRIisafrequentlyusedlightingtechniquein3D,whichmeansgettingthemaximumofcontrastinapicture.AnHDRimagehasanextra floating point value associated with each pixel that used to define thepersistenceoflightatthatpoint.Whenitcomestodescribingthelightvaluesperpixel

    precisely,

    a

    low

    dynamic

    range

    image

    (like

    every

    usual

    jpg

    picture)

    has

    a

    limitation

    of

    250:1. The dynamic range for human eye is about 10.000:1. Some of the HDRIs canhavearangeofover100.000:1.Theonlyproblemisthatacommonscreen,monitororprinter cannot reproduce this high dynamic range because of their limitation to 256

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    intensity values. Therefore, you have to convert the HDRI to a LDR with a processcalled tonemapping. This includes a range of different methods to get an infinitedynamicrangetoalimited(0or1).(22)

    AnHDRimagecanbetakenasseriesofseveralpictureswithchangingexposuretimes.

    Ithastobeastillpicture,photographedfromthesameposition.Theshiftingintensity

    in

    the

    pictures

    from

    over

    white

    to

    over

    black

    demands

    the

    compositing

    process

    afterwards.

    HDRI is mainly used for coherence because of its ability to mime the real world,especiallyusefulwhenworkingwithreflectiveobjects.Forinstance,anHDRIimagecan

    betakenoftheenvironmentandthenbeappliedtotheobjectsscenein3D.

    ItcanalsobeveryusefulforImagebased lighting,wheretheHDR image(Figure8)is

    used for emitting the light or photons from a sphere around the scene. It is oneapplication where a high range of color and intensity is required to illuminate the

    sceneinarealisticway.Oftenthoseimagesarealsopanoramas,tobeemployedonasphere.Sucha360angledimagescanbetakenphotographingaspecialmirrorsphere

    that reflects the whole environment, but not the camera itself after retouching thepicture.Becauseofthespheresroundingtheimage,theybecomestretchedsimilartothe

    fish

    eye

    effect.

    Then

    the

    HDR

    image

    has

    to

    be

    mapped

    on

    a

    sphere

    in

    the

    3D

    scene.(23)

    Figure8:AHighDynamicRangeimageforimagebasedlighting

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    3 VISUAL RESPONSE

    In this chapter, visual response, the artistic side of imaging will be analyzed deeper.Whatmakesapictureappearsgoodorcomfortable,interestingandmodern?Whatofdoestheimagesharmonyconsist?Whatismeantwithafeelforimages?

    3.1 Photography as a starting point

    Duringour

    research

    period

    we

    obtained

    the

    opportunity

    to

    visit

    IKEA

    Communications

    AB, inlmhult,Sweden. IKEACommunications istheheadquartersforall IKEA imagesynthesisandphotography.Mostofthephotographicaltheory,suchassettingupthe

    lighting,isbasedonthephotographersexperience,andthereforedoesthefollowingstudymostlyreflectIKEAsfeelingforimages.

    3.1.1 Realism

    3.1.1.1 Lighting

    3.1.1.1.1 Basicthreepointlighting

    Lightingcan

    virtually

    be

    seen

    as

    amodeling

    tool

    that

    is

    why

    the

    three

    point

    lighting

    has

    becomestandardinlightingthreedimensionalforms.Asthenameimplies,thelightingsetupconsistsofthreelights,withaspecificfunctionforeachoneofthem.

    The key light or main light defines a scenes dominant lighting with the highestintensity of the three lights and also casts the main shadows. It generally is placed

    abovethesubjecttosomedegreeandbesidethecamera.Ontheotherhand,aroomsetmayrequirethekeylightatthepositionofabrightwindow,illuminatingthescene

    withdaylight.Evenplacingitbehindtheobjectcanbedesirabletoemphasizeamoredramaticfeeling,presentingonlytheobjectssilhouette.

    Thefill lights main function is to light up the scene from the key lights oppositeposition. This light is especially needs to open up the key lights shadows, reducing

    theirdensity.

    Rendering

    with

    ray

    tracing

    and

    global

    illumination

    already

    includes

    that

    lightisbouncingbackonsurfaces,indirectilluminatingthesceneasthefilllightdoes,butevenmorerealistically.

    More depth can be achieved with the help of a back light, which is essential forseparatingtheobjectfromthebackground,especiallywhileworking insimilartones.

    This light is can also be called as hair light or shoulder light, when filming portraits,givingatouchofgloworhighlighttotheedges.

    In thephotostudio, the fill light and the back lightcanalso bejustreflectorplanes,which open up shadows or reduce some bright, unwanted reflections. These planesareoftenwhiteorblack,butevensilvercanbeusefulforsecondarylighting.(9)

    3.1.1.1.2

    Hardandsoftlight

    Different types of light intensity and power cause different expressions.Hard lightcreatesastrongcontrastwithbrighthighlightsanddark,sharpshadows.Direct light

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    from a lamp can often generate such hard light, which often provides suspense anddrama and intensity to the scene. An indirect lighting creates softer shadows andsofterhighlightsontheobjects.Thiscanbeachievedthroughturningthelamparoundand illuminate a big white or metallic reflector, where the incoming light from thelampbouncesoffandintothescene.Especiallyforacozyindoorfurniturescene,suchlightingwillbedesirable.Andespeciallyforsceneswithwindowlightingupthescene,

    indirect

    light

    is

    more

    realistically,

    since

    the

    outdoor

    light

    is

    bouncing

    around

    a

    lot

    beforehittingthewindow.

    3.1.1.1.3 Warmandcoldlight

    Asseenin IKEAshugephotostudio,thephotographersactsimilartoartistsuntilthefinalpictureistaken.Theyaremodelingwithlighttoachievethebestcontrast,depth

    andfeelingintheimage.Butnotonlyreflectorsandwhitelampsareessentialforthecreationofthe image,buteventhe lightscolortemperature.Havingacloser lookto

    the white lamps with special measuring instruments, quite huge aberrations fromwhite can be detected. In some cases the color temperature is even shifting from

    bluish to yellowish, for instance. While the photographer may be is struggling withtheseeffects,themathematicallyexactlightin3Dmayneedafewmoreofthoselivelylights.

    As

    the

    photographer

    can

    experiment

    with

    several

    colored,

    transparent

    plastic

    foils,thesyntheticlightsin3Dcanchangecolor.Asdescribedbefore,thelightscolortemperature varies a lot depending on its type of light source, such asdaylight with6500 K, as white light, or a candle light with about 1900 K, as very red and warm

    light.

    Thewholetricktoachieveaharmonicbalance inthe image istomixcoldandwarmlights(2).Coldorvery light isoftencomingfromoutdoor,thoughawindowordoor,

    for example while lamps of the brand tungsten (between 32003400K) in indoorlighting spread warmer light, creating a balance between blue and yellow, or cold

    andwarminthescene. Itwillfurthermoregenerateafeelingofdepthandspatiality,astheplaywiththebacklight.

    Figure9:Usingwarmandcoldlightinanimagegeneratesafeelofdepth.

    3.1.1.1.4 Indirectanddirtylight

    Withoutevenhavingturnedononesinglespotinalightsetup,socalledindirectlight(2) from the surrounding, the photo studio is bouncing around and lighting up

    everything.Thatisalargeamountoflightincomparisonwiththevirtual,totallyblack3Dscene.This indirect lightcomesfromother lightingsetups,reflectedonwallsand

    ceilings or windows, spreading daylight, and is nearly impossible to control. Though,thislightcanliftupthesceneimmensely,makingitmorealive.

    Evenwiththebestandmostexpensivelightingequipment,alampcannevergenerateatotallyevenspectrumoflight.Therearealwaysminimalirregularities,whenthelightfromthelampisshiftingfromwarmtocolderlight,whichcanprovidesomeusefulandsuggestiveunbalances.Thislightcanbeseenasdirtylight.

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    3.1.1.1.5 Shadows

    Shadowsareessentialfortheimageandtheimagesexpression.Withoutlightthereis

    onlyshadow,andwithoutshadowthereisnodepth.Inarealworldscene,lightalwayscastsshadows. In3Dtheshadowcanbeturnedoff,whilethe light ison.Those light

    settings can create excellent artistic effects, although they can cause an unrealistic

    feeling

    in

    the

    image,

    too,

    because

    of

    the

    lack

    of

    shadows

    where

    the

    observer

    expects

    them.

    3.1.1.1.6 Reflections

    Theusageofreflectionsinphotorealisticimagesisveryimportant,becauseoftheeyes

    amazingabilitytonoticeirregularityandthingsthatseemoutoforder,suchasaglassthatwillnotbereflectiveatallorreflectssomethingthatistotallyoutoforder.Thisis

    anexcellenttopictoincludeHDRI.BecauseoftheHDRimagesabilitiesintegratedina3Dprogram,theimagedeliversveryuseful,crisp,sharpandrealisticreflections,whichimprovesthefeelthatthesurroundingsarerealistic.

    3.1.1.2 Perspective

    In reality, different cameras are used to either generate photography or film andmovie production. In 3D, applications the camera is capable of both, making the

    render process possible. In this research, we are concentrating on the photographyaspect. Even rendering from a view port is in fact working as a camera although

    creatingacamerawillprovidetheuserwithvaluableparameterstocontrol.

    Perspectiveisachievedthroughdifferentcameralenses,whereforexample50mmisthestandardlensfor35mmcameras.Changingthelenssizeleadstotheillusionthat

    the cameras distance to the objects has changed. This includes distortions ofperspective. A 35 mm lens is called a lightwideangle. A 25 mm lens is a stronger

    wideangle,whichstretchestheperspectiveevenmore,withtheresultthat itgetsabigger fisheye effect. A wideangle has a short focal distance, but a wider angle of

    vision.Standing

    in

    front

    of

    abig

    tower

    for

    example,

    can

    require

    awide

    angle

    to

    fit

    the

    wholebuildingintothepicture.An85mmlensiscalledlittletelephotolensorportrait

    lens, because of its little loose of perspective. This results in a portrait with lowerdepth,whichmeansflatteningthefacea littlebit,wherethenose isnotstickingouttoomuch.Zoomingwith lenseswitha100135mmwilldecreasesthedepthandtheimageappearsmoreflat.Alargetelephotolensisabout200mm.Dependingonwhicheffectsarewanted, thecameradistanceto theobjectand/or the lenssizehas tobe

    adjusted.

    3.1.1.2.1 DepthintheimageDepthoffield

    An image is always twodimensional, even if it was created in 3D. One of the majorproblems tostrugglewith is the illusion ofdepth in the image.Manyphotosappearflat and distracting. The whole trick is to catch the observers glimpse and lead itthroughtheimage.Thereareseveralwaystodothis,whereasthetoolsarealwaysthesame: the lines and forms in the image, their relations to each other and light andshadows. In the later case the photographer can for example chose a darkerforeground,whilethemainfocusliesinthebrighterbackground.Theobserverabsorbsintothepicture.Evenifthecontrastisnotthatextreme,thelightintensitydecreasesgettingnearertothepicturescorners.Thiscreatesaninvisibleborderthatkeepsthe

    observerinsidethepicture.

    The feeling ofdepth canalso be accomplished througha technique calledgradation(24). Ifanelement,adetailorapartofthescenepartlycoversorhidesanother,theobserver immediately realizes one object as near (in foreground) as the other (in

    background)(Figure

    10on

    page

    25).

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    Figure10:We immediatelyrecognize thattheblacksphere isnearest,since it is largestand in

    frontoftheredandthewhiteone.

    Thehumaneye istrainedtoseethingseveryday.Fromthebeginning,wehavebeenstudying objects and especially their size. This experience is important to estimatedistancesandspeedsintherealworldandinanelaboratedphotoaswell.Thelonger

    thedistance

    between

    the

    eye

    and

    the

    object,

    the

    smaller

    the

    object

    appears

    to

    be.

    Biggerobjectsareoftenplacedintheforeground(24).Nevertheless,therelationshipbetweenobjectsismuchmoreimportantinthiscase.Atalltreerequiresacomparisontootherobjects,forexampleahumanbeingorahouse,sothatourexperiencecounts

    astrueorrealistic.

    An additional method to attain spatiality in the image is to work with thedepthof

    focus inphotographyordepthoffield,as it iscalled in3D.Asmentionedbefore,thehumaneyecanonlyseesharpwiththecellsinthecenteroftheretina.However,sincethe eye is permanently moving around, our brain gives us the illusion that we seesharpthewholetime.Thedalliancebetweenthemovesistoosmall,lessthanwearerealizingthem.Butinphotography,thedepthoffocusgeneratesacenterofattentionintheimage,andleavesthemurkypartsasrespectively,fore andbackground.Thereare two types of depth of focus: short and wide. As itsname implies, a short depth

    means that only a little part of the scene lies in the sharp region, while the rest ismurky. Usingawide depthof focus,hence the name, everything in the image lookssharp (24).This iscommon touse formore technicalpictures,as forexample IKEAs

    Guideline images for their products database or the clean presentations in theircatalogue.

    Depth of field in 3D works principally the same way, though it is very expensive in

    rendering,inthesenseoftimeconsuming(Figure11).

    Figure11:

    An

    image

    rendered

    with

    Depth

    of

    Field

    on,

    with

    the

    focus

    on

    the

    black

    sphere.

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    3.1.1.3 In contrast to 3D

    3.1.1.3.1 Noise,Softness

    During the 19th

    century, there started anewepoch in both literature and art that iscalled classicism. The artists were searching the truth mainly in nature. The Frenchartists and chemists LouisJacquesMand Daguerre and Joseph Nicphore Niepccreatedthefirstpermanentphotographybasedontheprinciplethatasilverandchalk

    mixture darkens under exposure light, discovered by J. H. Schultz in the early 18th

    century.Fromthismomentthephotographyreflectedtherealityinawayoilpaintings

    nevercould.Ittookalongtimeuntilthecoloredfilmreallybrokethrough,wherethephotography felt as trustworthy as today. Nowadays, most of the huge photo

    productionsforIKEAaremadedigitally.(24)

    Producing a photo with a digital camera includes minor noise, while renderinggeneratestotallycrispyandcleanimages.Thisnoiseisgeneratedfromthecameras

    change coupled device or color capture device (CCD) chip. This device uses lightsensitive material on a silicon chip to electronically detect the lights photons. This

    incomingsignalistransferredfurtheralongarowofseparatepixels(pictureelements)

    whereit

    can

    be

    stored

    as

    color

    information.

    When

    the

    pixels

    are

    arranged

    in

    rows

    and

    columns,theassemblage iscalledtwodimensional.Acolor imageCCDsensorusesacheckerboardpatternofcolorfilters,representingthethreeprimarycolorsred,green

    andblue.Alternatively,threeseparateCCDsensorsareapplied,onforeachcolor.(25)

    3.1.1.3.2 Roundedcorners

    Building object in 3D is similar to creating them in a mathematical correct way. A

    polygonobject ismadeoffaceswithoutaphysicalthicknessas inreality.Evenathinsheet of paper has a depth. An equal problem appears on corners and edges. Real

    objectscanhardlybeashardedgedastheyarein3D,whenstartingwiththecreation.The modeller has to be aware of those problems and correct them, at least for

    photorealisticrendering.

    3.1.2 Making the picture alive three main forces

    3.1.2.1 Flaws in the perfected

    Evenifthehumaneyeisphysicallyandbiologicallynotthebestorsophisticatedone,itcooperatesperfectlywiththebrain.Thisprovidesuswiththecapabilitytorecognizepeople,movements,pictures,andpatternsofeverytype.Particularly,when itcomestosymbolsandsignsthehumanbeing isquitefastandflexibletocommunicatewithother people, due to the evolution. On the other hand, in some areas, this exactlyability to recognize a pattern is not wanted, for instance in design and imagery.Recognition of patterns leads often to a feeling of boredom, although the observer

    wantsto

    experience

    excitement,

    suspense

    and

    harmony,

    or

    just

    detect

    athought

    or

    storybehindtheimage.

    The secret of producing harmony do not lay in the construction of strait lines andanglesorinanimage,preciselydividedinequalpieces,butratherinafineinterruptionof lines and surfaces. Although the question about good, bad, beautiful andunaesthetic is very subjective, there are three main ideas to create a goodlookingimage:content,(clipping)detailandcomposition(24).

    3.1.2.1.1 Content

    The content should reflect the photographers meaning behind the image or whathe/shewantedustoseeorfeel,eveniftheobserverproduceshisowntruthaboutthe

    picture.

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    3.1.2.1.1.1 ProppingProppingmeanstoplaceseveralobjects intoaroomsfurnitureorequipment,asforexample a couple of books in a bookshelf. Visiting IKEAs store or browsing the

    catalogue, itbecomesclear,whypropping isveryuseful.Aboveall,abookshelffilledwithbooksandthingswillbebettersoldthananemptyone.Proppingmakesitmore

    realisticlooking

    and

    personal;

    it

    provides

    the

    feeling

    of

    someone

    actually

    living

    in

    the

    chosen environment. It can also inspire the customer how to combine their own

    belongings.Aroomsetsproppingproducestheillusionofpeoplespresence,andcanalsotelltheviewermoreaboutwholivesthereandhowtheylive.Finedetailscanforexamplerevealwhetheritisafamilywithchildrenorayoungcouplewithpets.Thisisessentialforphotorealism,especiallyforIKEA.However,itstillhastobeaccomplishedwell and considered. Colors have to match to each other and all objects should be

    placedharmonicallyandinthesenseofthecontent.Themeaningwithproppingistoillustrate the functionality or to emphasize the design with forms and colors (Figure

    12). The number of propping elements depends on the scene, the light, thecompositionforall.Lessproppingoffersmoreownreflectionbytheobserver,though

    the trick lies in finding a good balance inbetween the overcrowding and the

    emptiness.

    That

    motto

    for

    minimalism

    is

    called

    Less

    is

    more.

    Figure12:Proppingpersonalizesaroom(26)

    3.1.2.1.2 Clippingandformats,2832,55

    Theborders

    of

    images

    can

    decide

    as

    well

    how

    the

    image

    feels

    and

    what

    it.

    By

    clipping

    offsomeessentialdetails,thecontentwillchange,too.

    There are various formats, rectangular or quadratic. The first one can either be

    landscape also called lyingformat, orportrait as a standingformat. As the nameimplies the landscape format appropriates for wide angled views, whereas smaller

    subjects as a person, a portrait, comes out more harmonic in a smaller, but longerformat.Choosingaportraitformatforalandscapepicture,canconveyarestrictinganduncomfortable impression to the observer, standing in a room, watching through adoor(24).

    Already 300 BC, the Greek mathematician Euclid described in one of his books the

    godlyproportions,theGoldenRatio.Itcanbeexplainedasaline,dividedintwopieces

    Aand

    B

    in

    such

    away,

    that

    A

    is

    to

    B,

    as

    B

    to

    A+B

    (Figure

    13).

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    Figure13:TheGoldenRatio;AistoB,asBtothewholedistanceA+B

    The Italian mathematician Leonardo Fibonacci (c. 11701250) found a series ofnumbers,theFibonaccinumbers,whichmaketheGoldenRatiomoreunderstandable:

    1, 2, 3, 5, 8, 13, 21, 34, 55,89, 144, and so forth, building the algebraic sum of theprecursornumbers.

    2000yearsago,theGreekarchitecturesbuildtheirtemples inthisperfectratio,as

    well as many formats especially for papers and magazines are orientated to theseproportionsuntiltoday.Themostcommon formatforphotos is13x8cmasshown

    below(Figure14).

    Figure14:Thisformat13x8isacommonstandardforphotographs.

    Thequadraticformatseemsasaverystaticandunchangeableone,andthereforeevenboring. It can be very exciting in combinations or for itself claiming an interestingcontentandcomposition.

    3.1.2.1.3 CompositionImperfectmakesperfect

    Nomatter

    the

    clipping

    or

    the

    content,

    an

    image

    needs

    astructure

    and

    some

    kind

    of

    considered composition, to be able to communicate with the observer. Thecompositionshallemphasizetheimagesmessageandthecontext,inwhichtheimage

    isplaced.

    Centering an object in the exact middle of the picture will generate an axialcomposition, which meanssymmetry, since thehumaneye often longs forcalmandorder. Placing the center of attention out of the middle of the picture, thephotographerproducesmoreexcitementandlife.Theasymmetryprofitsfromemptyspaces and their relation to the center of attention with different objects. Anasymmetricplacementofequipmentofferssometimesaneasiermethodtocatchthe

    observersattention,sohefindsawayintotheimage.Itisalsopossibletoarrangethe

    composition

    by

    the

    Rule

    of

    Thirds

    (24),

    cutting

    it

    into

    three

    parts

    and

    placing

    the

    main

    object of attraction in the left or in the right division. This method is similar toproportioningaccordingtotheGoldenratio.

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    Goodcompositionscanalsobecreatedwithcontrastsinsize,form,color,andsoforth.Thiskindofcompositionisabouttoemphasizecertainpartsintheimagewiththehelpof opposites and their effect to each other. This can accentuate for example a littledetailinthescene.Theruleistoavoidplacingtwoobjectsofthesamekindnexttoeachother,withthesamecolorvalue,saturation,orsizeandform(24).

    Another

    method

    to

    elicit

    action

    and

    dramatic

    from

    an

    image

    is

    to

    construct

    a

    diagonallydirection with elements, surfaces and lines. The eyes automatically followthe lines into the depth of the picture, some kind ofcentered energy. However, thediagonal is also a very symbolic element, especially for Western people, writing andreadingfrom lefttoright.Whenthe line isstrivingupfromthebottom leftcornertothe upper right, it is a symbol of success, positive progress and opening, while the

    oppositedirectionoftenmeansblockadeandprohibition.

    The question is why does IKEA of Sweden want to place its furniture in a closedangle?BengtLarsson (2)providesaplausible,probableexplanation: It istotallyright

    thatamaindiagonalgivesastraitdirectionandspeed toan image,but it isjustas

    importantwhichobjectsareplaced in the scene.The image consistsofbalanceand

    oftenseveralfieldsofattention,wherediagonal linesareusefulamongothers. IKEAs

    Guidelinefurniture

    is

    always

    placed

    on

    adiagonal,

    falling

    lines

    with

    an

    angle

    of

    5

    or

    11,dependingontheobjectssize.Therefore,evenifthemaindirectionisadiagonal,theobjectoffersother lines thatarestrivingupagain.The imageof thesofa (Figure

    15),thatBengthassentusmakesthis ideaclearer.Theobserverseyeswanderfromlefttothemiddleoftheimage,wheretheywillbestoppedandliftedupovertheback

    support.Thislittle,shortbreak,whichtheeyestakeinthemiddleofthesofa,createapleasantfeelingofrestingandrelaxing,whichisdefinitelywanted.(2)

    Figure15:BengtsexplainingimageoftheIKEAangle.Thesofaaboveispositionedintheright

    angle,whilemirroredthesofabelowgeneratedunwantedfeelings,whenitcomestofurniture.

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    Whenmirroringtheimagehorizontal,thesofastandsontherisingdiagonal,andthenother unwanted byeffects will appear. First of all, the arm rest is blocking theobserver, while the eyes try to wander from left to the right. The sofa feels morerepelling,notinviting.Andwhilethefirstpieceoffurniturecatchestheobserversviewandreturnshimacomfortablefeeling,thesecondoneforceshimtoslideoutofthesofa, meaning he is not staying on the furniture. Details will be lost and the image

    cannotcreate

    the

    wanted

    pleasurable

    feeling

    of

    rest.

    (2)

    Summarizing, it supplies one main factor to consider while creating a goodcomposition. An image without objects has no composition. That is why, thecompositor shall be aware of all visible objects in the scene and how their lines areworkingincombinationandrelationwitheachother.

    3.1.2.1.4 Virtualphotorealism

    There are many details in the real world that the observer sees unconsciously andtakesthemforgranted.Whiletheinteriordecoratorironsthingsasblankets,pillowsormattresses to get them creasefree, the 3Dartist struggles with creating accessoriesand fabric furniturewithseemsandstitches.This isachievedwith thehelpofbump

    mapsor

    displacement

    maps.

    The

    photorealism

    lies

    somewhere

    in

    between,

    depending

    onmaterial, lightinganddistancefromthecamera(2).Materialsshall live:creasesin

    fabricandcloth,natural irregularities insurfacessuchaswood!Nothing isdead leveland uniform. Breaking the perfectness makes it more acceptable for the eye and

    thereforeevenmorecorrect,orphotorealistic.

    Even the variation of textures is very essential for photorealism, since there are norepetitions of surfaces or texture in the real world. It facilitates the work of the 3Dartist,havingahugetexturelibraryathisdisposal.

    3.2 Perception Psychology

    Psychologyisthestudyofthementalprocessesandbehaviorofabrain.Perceptioninthe fieldofpsychology,on theotherhand, involveshowthebrain interpretsobjects

    using the senses. In this research, only one of the senses will be investigated, thevision,whichistheabilitytodetectandunderstandelectromagneticwavesoflight.

    3.2.1 Relative Brightness

    A very strange and subjective question is how bright are things? A good example is

    described in a book, written by Arnheim (27): It has often been observed that a

    handkerchief atmidnight lookswhite, like a handkerchief at noon, although itmay

    sendlesslighttotheeyesthanapieceofcharcoalunderthemiddaysun.Thisprovesthat brightness is a relative thing; it all depends on the distribution of light in the

    environmentor

    image

    and

    the

    optical

    psychological

    process

    of

    the

    eye

    of

    the

    observer,

    as well as the nervous system. This is also relative on the objects material ability toreflect light. Another example is if someone sits in a room at dawn and watches

    television,focusestheireyesonthetelevisionscreen,andsomeonewalksintheroomlater on and states Why are the lights not turned on? flips the lightswitch, and it

    becomesclearthatthesunhassetandtheenvironmentismuchdarkerwithoutevernoticing.Thisisalsothehumanmindworkingtogetherwiththepupilsoftheeyes,the

    pupils grow wider to catch more light, as well as the mind compensating withunderstandingoftheenvironment.(28)

    3.2.2 Color interpretation

    The physical principles of how humans acquire and interpret the color in our

    environmenthavealreadybeencoveredinthesecondchapter,butnotwhatthebraindoeswiththeinformationgathered.Aballthatcomesrollingacrossafieldcaneasybe

    identified because of its movement, or its shape, maybe its texture but probably

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    because of its color, unless it is green, which would help it blend in with the greengrass. Althougha redball wouldclearlypaint aclear imageof colors importance forrecognition. With a few exceptions of physical defects and cultural and religiousbackground, everyone interprets color the same way. Even though almost everyonehasauniquetasteorsenseofcolor,weallhaveacommonunderstandingforallcolorsbecauseeveryonerelatestothesamething.Everyoneknowshowagreenappleorthe

    colorapple

    green

    looks

    like.

    (28)

    3.2.3 Shapes and forms

    Shapes can be very subjective depending on the viewers earlier experiences andabilitytounderstandandrealize,veryoftentheuseofobjectssothattheshapecanbe

    identified as a class of some sort, for example ananimal or a kitchen accessory. Forexample,ifapersonwenttobedlateatnight,whenitisdarkoutsideandmostofthelightsareout,andseesablackshapeonthebed.Ifthispersonlivesalone,thiscanbevery troubling,where ifyouhavea partner thathasgone tobedearlier, it isalmostexpected,andtheshapeisinstantlyrecognizedforwhatitis.

    Or, if twodifferentpersons,oneveryproficient in kitchen equipment, theothernot

    quiteas

    skilled,

    and

    both

    individuals

    are

    introduced

    to

    anew

    sophisticated

    type

    of

    blade sharpener. The first person might understand the use of the object instantly,whilethesecondonewouldnothaveaclueunlessexplainedtohim/her,thisstrictly

    becauseoftheshapeoftheobject.(28)(29)

    Figure16:Thisabstractschemeexplainshowthebrainandtheeyeworktogethertoperceivethe

    environment.

    3.2.3.1 Optical Illusions

    Optical illusionsarestimuli that lie in theborder landsofwhat thehuman mindcan

    comprehend. An optical illusion in most cases appears when the mind makes anassumptionthatiswrong,orwhenaconstantrecalibrationisforcedbythemind.Asin

    the image above, there is aperfect example of how thebrain tries to help the eyesunderstand images (Figure 16). The brain reads them from left to right and takes

    straight lines as an aid, as well as continuity. This precise problem is common in

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    computer graphics, in theory there is nothing wrong, but in the practical sense, theminddestroystheimage(Figure18).Therefore,itis important,nottoletcolorsburnoutoveralongrange,keepinginmindthattheeyecanswiftlyadjusttosuchburnoutareas and recognizedetails in them. Sowideregions with exact thesamecolor arenotphotorealistic(Figure17below).

    Figure 17: The difference between physically and perceived intensity reveal how the eyes

    deceivingus.

    Figure18:ThesquareAhastheexactsamecolorassquareB,asthesamplesshow.Coloralways

    dependsonitssurrounding.

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    4 PROCESS

    During the firstweeks,bothofushadbeenresearchingthebackground informationfor the introduction part and the theoretical framework, in chapter 2 TheoreticalFramework.Wehavefoundsomeespecially interestingarticlesandevenbooksthatwerepartlyavailableontheinternet.

    Then,wewenttoIKEAofCommunicationinlmhult,southernSweden,andlearnedagreatdealaboutthephotographyprocessandtheir3Dstudio.Thatinspiredusbothalotespeciallyforthebackgroundinformationforchapter3VisualResponse,whichis

    the

    additional

    information

    to

    balance

    the

    theory

    of

    rendering.

    The

    Theoretical

    Framework was more difficult to structure and make choices on what was most

    importantforourresearch,andwhattoavoidkeepingthisresearchpaperfrombeingtoobroad.

    The practical part of our thesis work consists of improving the old 3D image andgettingitmoresimilartotheoriginalphoto.

    4.1 Study Excursion Description

    Seeing and walking though IKEAs huge photo studio, we gained a great deal of

    experience

    and

    an

    insight

    to

    the

    photographers

    process.

    The

    problems,

    which

    photographersarestrugglingwith,areofcoursenotthesameasforthe3Dartists.Thephotostudio isbuiltasawidehallwith lotsofblackandwhitedraperies, thinwalls,

    reflecting walls, and adjustable roofs. The remaining construction components foreachroom,equipmentandfurnishingvaries,dependingonwhichobject,furnitureor

    room setting is going to be photographed. Bigger objects as sofas, beds, or roomsetupsdemandmoretime,space,andoftennaturallyamoreadvancedlightingsetup.

    Thestudiohaslargewindowsaroundthebuildingswalls;thereforethephotographerhasthepossibilitytomakeuseoftheincomingdaylight;althoughhehastobeawareof that this light is changing during the day, which also can cause problems.Sometimes, theycover thewindowswithmatt, transparentplastic foil,orjustblack,isolatingdraperies.

    Thephotographersworkindifferentways,someofthemworkontheirownandsomein larger teamsof twoormorepersons,dependingonhowhuge theobjectsand/or

    scenesare.

    4.2 Choosing a room

    During our field trip, we asked Bengt Larsson for an original photograph of a roomsetting,whichwecanuseasreferenceforour3Dproduction.HefoundanexcellentimageofawhitekitchenthathasbeenprintedintheIKEAscataloguetwoyearsago.Thisavoidssecurityorpublishingissuesforourthesisresearchpaperaswell.

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    The immense advantage with this image of the kitchen is that IKEA had alreadymodeled, textured, and lit a whole scene in 3ds Max and rendered a quite goodlookingimage,asatestforpure3Dgeneratedroomsetups.Ourjobistoimprovethis3Dproductandachieveamorephotorealisticresult.

    4.3 Image Analysis

    4.3.1 Analyzing the original image

    Beforestartingwithactualworkin3dsMax,boththeoriginalphoto(Figure1)andthe3d image (Figure 22) has to be analyzed. The main aspects are modeling, lighting,texturing,rendering,andremainingissuessuchascamerasettings.Wehavediscussed

    whythe3Dpicturedoesnotfeelasphotorealisticastheoriginalimagedoes.

    Figure19:Theoriginalimagewithalightanalysis

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    Figure20:Thecolorcompositionisimportanttogiveacertainfeelingtotheimage.Thiskitchen

    feels quite clean because of the blackwhite contrast. The other colors attract the observers

    attentionand

    make

    the

    room

    livelier.

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    Figure21:Proppingisimportanttoshowwhoislivingintheroomandhowitisused.

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    Figure22:Thisisthe3Dimageoftheoriginalphoto,modeled,textured,lightenedandrendered

    byLindaFerroniatIKEA.

    4.3.2 Things to change in the 3D scene (Figure 22)

    4.3.2.1 Modeling

    Ourmaingoal istoachieveaphotorealisticsuperiorlooking image.Sincethere isanoriginalphototoreferto,the3Dkitchenhastobeasidenticalaspossible.Thisiswhy

    evensomemodelingchangeswouldhavetoberealizedinthebeginningprocess.

    Starting from the top to the bottom (Figure 22), some of the glasses positions havebeen moved around, to avoid toomuch ofa straight order in the glass cabinet.The

    doorhandlesseemed toobigandhad tobemovedupslightly.Themetalbarundertheglasscabinetwasmoveddownandscaledup,aswellasthemountingequipment.

    Thewatertapwasrotatedseveraldegreestotheleft,thedishsoapsbottlewasscaleddownonethirdandoneofthedishbrusheswasrotatedtoo,wheretheydonothang

    onthebarintheexactsameway.

    Bothceilinglamps,hangingoverthetable,weretoolargeandhadtobescaleddown

    somecentimeters.Agreatdealofremodelingworkwasneededontheairexhausterovertheoven,scalingupthelampsandgivingsomedepthtotheunderside.

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    Theovenseemsveryflat, therefore itwasrepositionedslightlyand theovendoor isnow open, creating a natural, narrow gap. The same phenomenon occurs on thekitchendoors, too,wherethegapsweretoosmall.Wechangedthebumpmapwiththemodeled,realgeometry.

    4.3.2.2

    LightingThe lighting isveryessential for thewholeappearanceofcolors,shadows,andeven

    themodels.Afteranalyzingthe3D image,somechangeshadtobeachieved.Firstofall,amainlightismissing,whichlightsthekitchencabinetinthefrontofthepicture.Thislampseemstobequitebright,maybeaswhiteasdaylight.

    The second daylight source from the window has been changed; its light focus is

    movedmoretothemiddleofthekitcheninsteadofilluminatingonlytherightside.Toachieve the original photos brightness and feeling of openness, this light is the keylight.

    The floor is build of dark brown wood boards, somewhat reflecting. That requiresplenty of light, where itdoes not appear as a homogenyblack floor. Threedifferent

    coldlights

    are

    blending

    together

    on

    the

    floor:

    from

    the

    window,

    the

    front,

    and

    the

    secondroomintheleftoftheroomattheback.

    Theceilinglampsoverthetablearemoreyellowishthaninthe3Dimage.Toobtainabalancebetweenwarmandcoldlightinthescene(asintheoriginalphoto,Figure19),the ceiling lamps can be opposite pole to the incoming daylight from the windows.Theselampsarealreadyilluminatingwarmerlight;howeverthelampitselfshallshinemoreyellowish,notwhite.Thiscanbepartofthetexturingprocess.Whenthetexture

    ofthelampsinsidewasfinishedandlookedgood,thereappearedotherartifacts,suchasyellowdotsallovertheimagefromthelampreflections.Therefore,wedecidedto

    achievearealisticlightinginthewholesceneandeventuallyrendertheyellowlampsseparatelyandpostthemafterwards.

    All

    metallic

    materials

    appear

    very

    lifeless

    and

    dull.

    When

    the

    lighting

    is

    adjusted,

    it

    can

    stillrequireaHDRIinthetexture.

    Overall,wefindthatthekitcheninthe3Dimagewastoodarkandhazy.Animprovedlightingisessentialtoaccomplishtheoriginalimageslightandopenfeeling.

    4.3.2.3 Texturing

    The texturing process is often very timeconsuming, since every material has to be

    adjusted to the lighting. Settings like color, reflectivity or displacement maps oftenneedvarioustweaks.

    As mentioned before, the metallic materials have to be more realistic, reflecting aHDRIforexample.Thekitchendoorsarealsorathertoomatt,whiletherealdoorsarevarnished.

    The

    glass

    tops

    in

    the

    glass

    cabinet

    are

    too

    green,

    and

    should

    have

    amore

    bluishtexture.Detailssuchasfixinga labelforthetransparentbottlebythesinkcanaccomplishmorephotorealism,becauseitismoretrustworthywithrealisticdetails.

    The oranges do not appear very delicious. The texture should be more orange thanyellow,aswellasthefruitshouldberotatedabit,whereitreflectsthelightfromtheceiling lamps. They need to feel fresh and kind of shiny. Photographing food is ascienceofitsown.

    The potholders are more similar to towel fabric. Since the camera focus lies in thebackground,detailsofthepotholdersareblurred.Towelmaterialwillprovideasoftertouchtotheimage.

    In

    the

    original

    image,

    it

    is

    obvious

    that

    the

    wooden

    floor

    consists

    of

    boards,

    while

    the

    3Dfloorisflat,nothavinganygapsinbetween.Thislackofmodelingcanbearranged

    withthehelpofadisplacementmap.

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    4.3.2.4 Rendering

    Thefinalimagewasrenderedwiththefollowingrendersettings:

    GlobalSwitches:Nohiddenlights,nodefaultlights,

    AntiAliasing:AdaptiveQMC,CatmullRom

    AdaptiveQMC

    image

    sampler:

    min

    subdiv

    1,

    max

    subdiv

    2

    IndirectIllumination(GI):GIcausticsrefractive,primarybounces:QuasiMonteCarlo,secondarybounces:Lightcache.

    Lightcache:Subdivs:500800forweb,1500forhighqualityimages(3000px),numberofpasses=howmanyprocessorsareavailable

    Environment:skylighton(colorwhite),reflection/refractionon

    rQMCSampler:Noisethreshold:0.0005,Minsamples:16,GlobalsubdivsMultiplier:3

    4.3.2.5 Problems

    Mostproblematic

    are

    our

    insufficient

    computer

    capacity.

    The

    scene

    turned

    out

    very

    complexandtimeconsumingtorenderonmycomputerortheo


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