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<html><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"><title>4.3. HDRI (High dynamic range illumination)</title><link rel="stylesheet" href="megapov.css" type="text/css"><meta name="generator" content="DocBook XSL Stylesheets V1.65.1"><link rel="home" href="index.html" title="MegaPOV Documentation"><link rel="up" href="tutorials.html" title="Chapter 4. Tutorials"><link rel="previous" href="tutorials_simulation.html" title="4.2. Simulation"><link rel="next" href="internals.html" title="Chapter 5. Internals"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">4.3. HDRI (High dynamic range illumination)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="tutorials_simulation.html">Prev</a> </td><th width="60%" align="center">Chapter 4. Tutorials</th><td width="20%" align="right"> <a accesskey="n" href="internals.html">Next</a></td></tr></table><hr></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="tutorials_hdri"></a>4.3. HDRI (High dynamic range illumination)</h2></div></div><div></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h3 class="title"><a name="hdri_tutorial"></a>4.3.1. HDRI tutorial</h3></div><div><div class="author"><h3 class="author"><span class="firstname">Christoph</span> <span class="surname">Hormann</span></h3></div></div></div><div></div></div><p>
    This part of the MegaPOV documentation should
    give some insight on how to use the support for
    high dynamic range images introduced in MegaPOV 1.1
    for image based lighting.
  </p><p>
    The scenes used for illustrating this tutorial can be found in the
    MegaPOV package.
  </p><p>
    More detailed information on this matter can be found on
    <a href="http://www.debevec.org/Research/HDR/" target="_top">http://www.debevec.org/Research/HDR/</a>
  </p><p>
    In a scene with strong contrasts the dynamic range cannot be represented
    well with common image formats.
  </p><div class="table"><a name="id2595959"></a><p class="title"><b>Table 4.1. Example for high dynamic range of raytraced scene</b></p><table summary="Example for high dynamic range of raytraced scene" border="0" style="border-collapse: collapse;"><colgroup><col><col><col></colgroup><tbody><tr><td style="" align="center"><div><img src="img/tut_hdr_1.png"></div></td><td style="" align="center"><div><img src="img/tut_hdr_2.png"></div></td><td style="" align="center"><div><img src="img/tut_hdr_3.png"></div></td></tr></tbody></table></div><p>
    MegaPOV 1.1 can write the render result in a format suited for storing high dynamic
    range color information.  For details on this format see <a href="patterns.html#hdr" title="2.6.6. HDR (High Dynamic Range) image type">Section 2.6.6, &#8220;HDR (High Dynamic Range) image type&#8221;</a>.
  </p><p>
    <a href="img/tut_hdr_view.hdr" target="_top">tut_hdr_view.hdr</a>
  </p><p>
    For creating a light probe from such a scene it should be rendered using
    a <tt class="function">spherical</tt> camera:
  </p><p>
</p><pre class="programlisting">camera {
  spherical
  angle 360, 180
}</pre><p>
  </p><p>
    This renders an omnidirectional view of the scene that can be mapped on a sphere using
    spherical mapping.
  </p><div class="table"><a name="id2596073"></a><p class="title"><b>Table 4.2. Views and illumination maps from the scene</b></p><table summary="Views and illumination maps from the scene" border="0" style="border-collapse: collapse;"><colgroup><col><col><col></colgroup><tbody><tr><td style="" align="center"><span class="emphasis"><em>lighting 1</em></span></td><td style="" align="center"><span class="emphasis"><em>lighting 2</em></span></td><td class="auto-generated" style=""> </td></tr><tr><td style="" align="center"><div><img src="img/tut_hdr_view1.png"></div></td><td style="" align="center"><div><img src="img/tut_hdr_view2.png"></div></td><td class="auto-generated" style=""> </td></tr><tr><td style="" align="center"><div><img src="img/tut_hdr_env1.png"></div></td><td style="" align="center"><div><img src="img/tut_hdr_env2.png"></div></td><td class="auto-generated" style=""> </td></tr></tbody></table></div><p>
    When this light probe is rendered it can be used in scenes as an illumination map
    to achieve realistic lighting in another scene without the whole content of the original
    scene being included and slowing down the render.
  </p><div class="table"><a name="id2596171"></a><p class="title"><b>Table 4.3. The illumination maps being used in a scene</b></p><table summary="The illumination maps being used in a scene" border="0" style="border-collapse: collapse;"><colgroup><col><col><col></colgroup><tbody><tr><td style="" align="center"><span class="emphasis"><em>lighting 1</em></span></td><td style="" align="center"><span class="emphasis"><em>lighting 2</em></span></td><td class="auto-generated" style=""> </td></tr><tr><td style="" align="center"><div><img src="img/tut_hdr_res1.png"></div></td><td style="" align="center"><div><img src="img/tut_hdr_res2.png"></div></td><td class="auto-generated" style=""> </td></tr></tbody></table></div><p>
    In this scene the image map is applied to a large sphere around the scene:
</p><pre class="programlisting">sphere {
  0,200
  pigment {
    image_map {
      hdr "hdr_env.hdr"
      once
      interpolate 2
      map_type 1
    }
  }
  finish { ambient 0.8 diffuse 0 }
  ...
}</pre><p>
  </p><p>
    When this light probe is rendered it can be used in scenes as an illumination map
    to achieve realistic lighting in another scene without the whole content of the original
    scene being included and slowing down the render.
  </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="tutorials_simulation.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="tutorials.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="internals.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">4.2. Simulation </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 5. Internals</td></tr></table></div></body></html>




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