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Image Based Lighting

Francesco Banterle

francesco.banterle@isti.cnr.it

(2)

Image Based Lighting

IDEA: Illuminare oggetti virtuali utilizzato fotografie

Perché?

Le sorgente luminose sono complesse da modellare:

Informazione colore

Distribuzione dell’intensità

Questa tecnica è una buona approssimazione della

Global Illumination ed è molto utilizzata nei VFX

(3)

IBL: equazione

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section 4 and Section 5 respectively.

Section 6 then presents an overview of rendering meth- ods designed for captured/estimated real world illu- mination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section 7, we summa- rizes the categorization and evaluation of the meth- ods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table 1 in Section 7.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(x, ~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

(4)

IBL: cattura delle sorgenti

Per l’IBL serve catturare una fotografia a 360 gradi che abbia l’informazione di radianza:

!

!

!

!

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD 10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section 4 and Section 5 respectively.

Section 6 then presents an overview of rendering meth- ods designed for captured/estimated real world illu- mination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section 7, we summa- rizes the categorization and evaluation of the meth- ods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table 1 in Section 7.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ ! o is given by

L o (x, ~ ! o ) = L e (x, ~ ! o ) +

Z

+

L i (x, ~ ! i )f r (x, ~ ! i , ~ ! o ) h~n, ~! i id~! i

where ⌦ + is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

(5)

IBL: immagini HDR

Le immagini panoramiche devono essere catturate utilizzando la tecnologia High Dynamic Range

(HDR)

Perché?

Catturare valori fisici espressi in [cd/m

2

]

Non avere zone dell’immagine sovraesposte;

dove c’è l’informazione sulle sorgenti luminose!!!

(6)

IBL: immagini HDR

(7)

IBL: cattura

Fotografare

una sfera cromata

Fotografare con una

lente fisheye

(8)

IBL: cattura

(a)Imagematches (b)Connectedcomponentsofimagematches (c)Outputpanoramas Figure2.Recognisingpanoramas.Givenanoisysetoffeaturematches,weuseRANSACandaprobabilisticverification proceduretofindconsistentimagematches(a).Eacharrowbetweenapairofimagesindicatesthataconsistentsetof featurematcheswasfoundbetweenthatpair.Connectedcomponentsofimagematchesaredetected(b)andstitched intopanoramas(c).Notethatthealgorithmisinsensitivetonoiseimagesthatdonotbelongtoapanorama(connected componentsofsize1image).

(a) Half of the images registered

(b) Without gain compensation

(c) With gain compensation

(d) With gain compensation and multi-band blending

Figure 5. Gain compensation. Note that large changes in brightness between the images are visible if gain compensation is not applied (a)-(b). After gain compensation, some image edges are still visible due to unmodelled effects such as vignetting (c). These can be effectively smoothed out using multi-band blending (d).

[Brown and Lowe 2007]

(9)

IBL: cattura

Macchina fotografica specifica per panorami

50Mpix

26 f-stops

Allineamento automatico

Molto costosa ~ 48mila Euro

SpheronVR HDR

(10)

IBL: parametrizzazione

Sphere Mapping:

Pro: compatto, pixel hanno area costante

Contro: basso sampling agli edge!

Angular Mapping:

Pro: compatto, sampling uniforme

Contro: i pixel non hanno area costante

(11)

IBL: parametrizzazione

Longitude-latitude mapping:

Pro: Facile da implementare e capire Contro: distorsione ai poli; scalare per il coseno dell’angolo dall’altezza

Cube mapping:!

Pro: supporto GPU!

Contro: i pixel non hanno area costante, vanno compensati

(12)

IBL: rendering

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~!o is given by

Lo(x, ~!o) = Le(x, ~!o) +

Z

+

Li(~!i)fr(x, ~!i, ~!o)h~n, ~!iid~!i

Lo(~!o) =

Z

+

Li(~!i)h~n, ~!iid~!i (1)

c The Eurographics Association 2015.

Convoluzione

(13)

IBL: rendering

BRDF costante

(look-up alla texture convoluta)

BRDF speculare:

riflessione pura (look-up alla texture di sfondo)

BRDF speculare:

rifrazione pura (look-up alla texture di sfondo)

(14)

IBL: rendering

(15)

IBL: rendering

L’equazione del rendering deve essere valutata in modo corretto, tenendo conto:

visibilità

BRDF

(16)

IBL: rendering

Ci sono due approcci tipicamente per il calcolo dell’IBL:

Discreto: l’environment map viene convertita in sorgenti luminose; e.g. luci direzionali

Continuo: l’environment map viene campionata come nel caso delle area lights utilizzando

opportune tecniche come l’importance sampling

(17)

IBL: approccio discreto

Creazione di un’array di luci direzionali

!

!

!

!

!

(18)

IBL: approccio discreto

(19)

IBL: approccio discreto

Algoritmo a campionamento uniforme:

Input: numero di luci; n

Output: n luci direzionali; direzione, colore e intensità

L’environment map viene suddivisa regolarmente in n patch

Per ogni i-esima patch:

viene calcolato il centroide della patch; media pesata utilizzando la luminaria; le coordinate (i, j) del centroide viene convertito in una direzione (x, y, z); la direzione della i-esima luce

viene calcolata la somma dei valori di colore e di intensità all’interno della patch e sono assegnati alla i-esima luce

(20)

IBL: approccio discreto

Algoritmo “funziona”; però:

sottocampiona le zone chiare — con tanta informazione

sovracampiona le zone scure — poca

informazione

(21)

IBL: approccio discreto

1024 luci direzionali

(22)

IBL: approccio discreto

(23)

IBL: approccio discreto

Algoritmo a campionamento median-cut:

Input: numero di luci; n

Output: n luci direzionali; direzione, colore e intensità

Per log2n iterazioni

il punto di taglio della dimensione più lunga (x o y) viene calcolato tale che l’energia dell’environment map è suddivisa in modo equo

All’ultima iterazione, una regione foglia viene creata

Per ogni regione foglia creata; viene calcolata una direzione, colore ed intensità come per l’algoritmo uniforme

(24)

IBL: approccio discreto

(25)

IBL: approccio discreto

1024 luci direzionali

(26)

IBL: approccio discreto

(27)

IBL: approccio discreto

L’approccio discreto può generare migliaia di luci:

per poter avere un’elevata qualità

per limitare il bias; aumentare la convergenza all’integrale

Tante luci —> tanto tempo!

(28)

IBL: approccio discreto

Ci sono vari approcci per velocizzare il calcolo in presenza di tante luci:

Irradiance cache o Instant Caching: questo metodo funziona bene però funziona solo per materiali con BRDF costante!

Light-cuts: creare un albero delle luci ed

effettuare dei tagli

(29)

IBL: approccio discreto

Cluster

Luci

(30)

IBL: approccio discreto

Cut

(31)

IBL: approccio continuo

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot

c The Eurographics Association 2015.

(32)

IBL: integrazione montecarlo

Kronander et al. / Photorealistic rendering of mixed reality scenes

F

N

= b a

N =

X

N

i=1

f (X

i

) X

i

2 [a, b] (2)

F

N

= 1

N =

X

N

i=1

f (X

i

)

p(X

i

) X

i

⇠ p(X) (3)

L

o

(x, ~ !

o

) = L

e

(x, ~ !

o

) +

Z

+

L

i

(~ !

i

)f

r

(x, ~ !

i

, ~ !

o

) h~n, ~!

i

id~!

i

L

o

(~ !

o

) = ⇢

Z

+

L

i

(~ !

i

) h~n, ~!

i

id~!

i

(4)

where ⌦

+

is the upper hemisphere oriented around the surface normal ~n at x, h·, ·i denotes the clamped dot product, f

r

is the bi-directional reflectance func- tion (BRDF), L

e

(x, ~ !

o

) is the emitted radiance from the surface and L

i

(x, ~ !

i

) is the incident radiance at the point from direction ~ !

i

.

To get a better understanding of light transport in mixed reality scenes it is constructive to separate the incident radiance into several parts,

L

i

(x, ~ !

i

) = L

ri

(x, ~ !

i

) + L

vi

(x, ~ !

i

) + L

v,ri

(x, ~ !

i

)

The first term, L

ri

(x, ~ !

i

), represents incident illu- mination originating from the real scene which has not been reflected at surfaces of the virtual objects.

The second term, L

vi

(x, ~ !

i

), is the incident illumina- tion that has been emitted from the real or virtual scene and reflected one or more times on surfaces in the virtual scene. Finally, the third term, L

v,ri

(x, ~ !

i

) represents the incident light that has interacted with both real and virtual objects in the scene.

To accurately compute the outgoing radiance at a point on a virtual object, all three terms should ideally be accounted for. The first term, is described by mea- surements captured or estimated from the real scene and can be sampled directly. The second and third terms need to be recursively computed using global illumination algorithms [PH10]. In order to compute the third term, it is necessary to simulate how the virtual objects a↵ect the real scene. This requires a model describing both the geometry and reflectance properties of the real surfaces that are a↵ected by the virtual objects. It is therefore common to divide the real scene into two parts: a distant scene which is not a↵ected by the virtual objects, and a local scene which is a↵ected. The local scene is modeled to enable light- ing simulation.

A standard method for computing the interaction between virtual and real objects is to use a technique known as di↵erential rendering [FGR93, Deb98].

First, an image, I

rpv

is rendered that includes both the virtual objects and the modeled real scene, see ??.

Then a second image, I

r

that only includes the mod- eled real objects, the local scene, is rendered, see ??.

Additionally, an alpha mask, ↵ for the first rendered image is created that is 1 for pixels that overlap virtual objects and 0 for real objects, see ??. Now the intu- ition is that if I

rpv

is the same as I

r

there is no shadow- ing or inter-reflections among real and virtual objects present. However, if I

rpv

has darker pixel values there is shadows, and if I

rpv

is brighter, inter-reflections are present. To apply the di↵erence in reflected radiance to the background image or video R, we can update it’s pixel values by the di↵erence between I

rpv

and I

r

as

R = ↵ ⇤ I

rpv

+ (1 ↵)(R + I

rpv

I

r

) (5) This implies that pixels that correspond to virtual objects are taken from the first image I

rpv

and that the pixels for the background image are computed by adding the di↵erence of the light transport with and without the virtual objects, see figure ??.

References

[Deb98] Debevec P.: Rendering synthetic objects into real scenes: bridging traditional and image-based graph- ics with global illumination and high dynamic range pho- tography. In SIGGRAPH (1998), pp. 1–10. 3

[Deb02] Debevec P.: Image-based lighting. IEEE Com- puter Graphics and Applications 22, 2 (2002), 26–34. 2 [Far09] Farid H.: Image forgery detection. Signal Pro-

cessing Magazine, IEEE 26, 2 (2009), 16–25. 1

[FGR93] Fournier A., Gunawan A., Romanzin C.:

Common Illumination between Real and Computer Gen- erated Scenes. In Graphics Interface (1993), pp. 254–

254. 3

[HZ03] Hartley R., Zisserman A.: Multiple view ge- ometry in computer vision. Cambridge university press, 2003. 2

[JL06] Jacobs K., Loscos C.: Classification of Illumi- nation Methods for Mixed Reality. Computer Graphics Forum 25, 1 (2006), 29–51. 2

[Kaj86] Kajiya J. T.: The rendering equation. Computer Graphics (Proceedings of SIGGRAPH ’86) 20, 4 (1986), 143–150. 2

[KK12] K´ an P., Kaufmann H.: High-quality reflections, refractions, and caustics in augmented reality and their contribution to visual coherence. In ISMAR (2012), pp. 99–108. 1

[KPvD

07] Koenderink J. J., Pont S. C., van Doorn A. J., Kappers A. M., Todd J. T.: The visual light field. Perception 36, 11 (2007), 1595. 1

[LMSSG10] Lopez-Moreno J., Sundstedt V., San- gorrin F., Gutierrez D.: Measuring the perception

c The Eurographics Association 2015.

Kronander et al. / Photorealistic rendering of mixed reality scenes

sive measurements, such as omnidirectional HDR images.

• Estimation of the illumination environment directly from images and video.

• Accounting for the radiometric interaction between virtual and real objects, such as shadows cast from virtual to real objects.

• Efficent rendering of mixed reality scenes us- ing Monte Carlo raytracing, precomputed radi- ance transport and single pass di↵erential rendering methods.

To limit the scope, we assume that the geometric calibration and registration is solved using existing methods, see for example books [HZ03, SH13] or sur- veys [VKP10, RU13] on the topic. We do not cover related topics such as relighting of real objects [JL06], or work on inverse rendering [PP03, PP05]. In comparison to previous related, but dated sur- veys [Deb02, JL06] and books [RHD

10], we include recent advances and the appropriate state-of-the-art methods from computer graphics, computer vision, and augmented reality.

Orginization of the report - The next section de- scribes how our survey of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes is carried out and how we categorize and com- pare the di↵erent methods. To introduce readers who are unfamiliar with the topic, Section 3 then gives an overview of the most important theoretical concepts such as: the rendering equation and di↵erential render- ing for modelling interactions between real and virtual objects, and discuss specific challenges and common assumptions for mixed reality scenes.

The specific methods being reviewed are described and discussed in Section ?? and Section ?? respec- tively. Section ?? then presents an overview of ren- dering methods designed for captured/estimated real world illumination, and highlights some techniques for efficient rendering of shadows and inter-reflections among real and virtual objects. Finally, in Section ??, we summarizes the categorization and evaluation of the methods, and discuss what are the open problems within the field and where future work is needed.

2. Classification and overview

In this section, we describe how we have performed the review of state-of-the-art methods and algorithms in capture and rendering of mixed reality scenes. Our re- view is based on a classification of the di↵erent meth- ods into two main classes based on their intent. Within each class, we then evaluate each technique based on a set of features important to both future research in the field as well as practical user scenarios.

The main classes in our categorization are derived based on what is the intent, or goal, of a specific method and ultimately what input-data they require.

Existing state-of-the-art methods can be divided into two classes:

• Measured lighting conditions - The first class contains methods where the intent is to capture a physically accurate model of the lighting conditions in a scene. This information is then used to pro- duce renderings of virtual objects so that they can be seamlessly composited into e.g. backdrop image or video sequence. Although di↵erent methods rely on approximations of di↵erent accuracy, the main goal is measure the information required to gener- ate physically accurate renderings in a very robust and general way, e.g. rendering from novel vantage points etc.

• Estimated lighting conditions - The second class contains methods where the intent is to render virtual objects so that they can be seamlessly placed into a backdrop image or video sequence without ex- plicit measurements of the scene lighting. The input is in many cases already existing, legacy, footage.

The goal of these methods is to estimate the lighting conditions directly from the input image or video sequence using semi-automatic approaches. These estimations are, in many cases, based on exploiting flaws and features of the human visual system.

Within the two categories, we compare the di↵erent methods based on capture e↵ort, user processing ef- fort, robustness and generality, physical accuracy, and perceptual plausibility. The results from the catego- rization and evaluation are systematically reported in Table ?? in Section ??.

3. Light Transport in Mixed Reality Scenes

Realistic rendering of mixed reality scenes requires ac- curate simulation of both: the appearance of the vir- tual objects as illuminated by the captured real scene, and how the appearance of the real scene is a↵ected by the virtual objects (e.g. shadows cast from virtual objects onto real objects and color bleeding).

The appearance of the objects (both virtual and real) can be computed by solving the rendering equa- tion [Kaj86]. Ignoring volume scattering, the outgoing radiance from a surface point x in direction ~ !

o

is given by

F =

Z

b a

f (x)dx (1)

c The Eurographics Association 2015.

(33)

IBL: integrazione montecarlo

Algoritmo base:

Assume: p(X) uniforme

Quindi viene generata una direzione casuale per

ogni direzione e si valuta l’integrale!

(34)

IBL: integrazione montecarlo

16 samples 128 samples

(35)

IBL: integrazione montecarlo

Possiamo utilizzare come PDF (probability density function o funzione di densità di probabilità), p(X), l’illuminazione:

l’immagine panoramica, L

i

(36)

IBL: integrazione montecarlo

Algoritmo di importance sampling 1D:

Calcolo della CDF (cumulative distribution

function o funzione di probabilità cumulata), P(x), di p(x)

Calcolo dell’inversa F = P

-1

(x)

Calcolo di un numero casuale uniforme, e

Calcolo di X

i

= F(e)

(37)

IBL: integrazione montecarlo

1

1 2 3 4

p1 p2 p3

p4

1

1 2 3 4

p2 p1

p1

p3 p2 p1

PDF CDF

(38)

IBL: integrazione montecarlo

1

1 2 3 4

p1 p2 p3

p4

1

1 2 3 4

p2 p1

p1

p3 p2 p1

PDF CDF

(39)

IBL: integrazione montecarlo

p1 p2 p3

p4

1

1 2 3 4

p2 p1

p1

p3 p2 p1

CDF

e

(40)

IBL: integrazione montecarlo

Algoritmo di importance sampling in 2D:

Calcolo della PDF, p, della luminanza, L, dell’immagine:

dividere L per la somma dei suoi valori

Calcolo di una PDF, pcols, delle colonne:

creazione di un’array 1D; il valore di ogni indice è la somma dei valori della colonna

divisione dei valori dell’array per la somma dei valori dell’array

Calcolo della CDF, Pcols

(41)

IBL: integrazione montecarlo

p

p

cols

P

cols

(42)

IBL: integrazione montecarlo

Per ogni colonna si calcola una PDF, p

c

:

creazione di un’array 1D; copia della colonna L

c

divisione dei valori dell’array per la somma dei valori dell’array

Calcolo per ogni p

c

della CDF, P

c

Riferimenti

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