SIGGRAPH 2003 Course: Light and Color in the Outdoors


Course Description

Simple and practical methods for daytime and night-time skylight illumination and the appearance of clouds, including approximate and practical methods for outdoor global illumination. Special focus: practical methods appropriate for realtime applications.


Syllabus

July 27 (Sunday) 8:30am—12:15pm

[full course notes]

8:30: Introduction (Simon Premože) [notes]
8:35: Background and Overview (Simon Premože) [notes]
  • Complexity of Light Transport in Outdoors
  • Overview of Scattering
  • Overview of Existing Methods of Solving Light Transport in Outdoors
  • Practical Issues for Modeling and Rendering
8:50: Global Illumination in Outdoors (Simon Premože)
  • Overview of Light Transport in the Outdoors
  • Approximations to Global Illumination
9:15: Skylight Modeling and Aerial Perspective (AJ Preetham) [notes]
  • Theory of Scattering in Atmosphere
  • Skylight Models
  • Aerial Perspective Model
  • Accelerated Techniques for Modeling Sky and Aerial Perspective
10:05: Night Sky Illumination (Simon Premože) [night sky paper]
  • Sources of Illumination at Night
  • Methods and Algorithms for Night Sky
  • Tone Mapping Problems
10:15: Break
10:30: Real-Time Outdoor Illumination (Naty Hoffman) [Slides] [PTM paper] [SH envmap paper] [PRT paper]
  • Sunlight on Terrain
  • Skylight on Terrain
  • Time-Based Terrain Lighting
  • Object Lighting
  • Terrain-Object Interactions
11:20: Real-Time Rendering of Clouds (Mark J. Harris) [notes]
  • Cloud Illumination Model
  • Accelerated Cloud Rendering
  • Writing a Cloud Rendering Engine
12:10: Summary, Questions and Answers (All Speakers)

Organizer and Presenter

Simon Premože is a Ph.D. student in Computer Science at the University of Utah working with professor Peter Shirley. He obtained a BS degree in Computer Science from the University of Colorado at Boulder in 1996. Part of his degree was completed at the University of Ljubljana, Slovenia while pursuing a degree in Applied Mathematics. His current research interests include global illumination and rendering algorithms, modeling natural phenomena and reflectance models. He has done research on modeling and rendering natural phenomena (snow, water, night sky). Previously he worked on computer simulation and visualization of liquid crystal phase transitions and dynamics of liquid crystals. He previously participated in Siggraph 2000 course titled Image-Based Surface Details.


Presenters

Mark J. Harris has been a PhD student in Computer Science at The University of North Carolina at Chapel Hill since 1998. He received a BS in Computer Science from The University of Notre Dame in 1998. His dissertation research, supervised by Dr. Anselmo Lastra, is on real-time cloud rendering and simulation. His other research interests include global illumination, graphics hardware, and physically based simulation. Mark taught an undergraduate programming course at UNC in 2002. He presented a short course on real-time cloud rendering for games at the 2002 Game Developers Conference, and co-presented a short course at GDC 2003 on simulation and procedural animation using graphics hardware.

Naty Hoffman received the BSc degree in computer engineering from the Technion—Israel Institute of Technology in 1993. Until 1997 he was a microprocessor architect at Intel where he contributed to the Pentium Processor with MMX Technology and the SSE and SSE 2 instruction set extensions. From 1997 to early 2003 he worked at Westwood Studios as a graphics and optimization specialist, where he also did research into outdoor rendering. Recently he has joined Naughty Dog (a wholly owned subsidiary of Sony Computer Entertainment America Inc.). Naty has presented various real-time techniques at the Game Developers Conference over the past three years: outdoor illumination in 2001, skylight and aerial perspective in 2002, and advanced illumination in 2003.

AJ Preetham is a software engineer working on various rendering techniques for next generation graphics hardware at ATI Research. Prior to this, he developed 3D modeling and reverse engineering software at Paraform Inc., and worked on rendering atmospheric effects for flight simulators at Evans & Sutherland. He graduated with an MS degree in Computer Science from University of Utah under supervision of Peter Shirley and with Bachelors of Technology from Indian Institute of Technology, Madras, India. While a graduate student at the University of Utah he developed a practical skylight model. He presented real time techniques for skylight and aerial perspective at the 2002 Game Developers Conference.