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Usability of Digital Cameras for Verifying Physically Based ...

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cuses on how a digital camera can be used in this sense and – probably even more<br />

important – what subproblems cannot be solved and there<strong>for</strong>e have to be treated<br />

differently.<br />

1.2 Believable vs. Correct<br />

Photorealistic image synthesis has made outstanding progress in the last decades.<br />

While the pioneers <strong>of</strong> this field tried to achieve realism with comparatively simple<br />

algorithms like raytracing and radiosity, a lot <strong>of</strong> sophisticated algorithms – such<br />

as path or photon tracing, as well as numerous hybrid techniques – have been<br />

developed since then.<br />

Nowadays it is possible to render images that can hardly be distinguished from<br />

photographs. Consider <strong>for</strong> instance the Alias website “Is it Fake or Foto” [Ali06b].<br />

There you can attempt to guess the origin <strong>of</strong> ten images depicting various scenes,<br />

some <strong>of</strong> them real and some <strong>of</strong> them rendered with Maya [Ali06a]. If you know<br />

what you have to look <strong>for</strong>, it is indeed possible to choose the right answers, but at<br />

first sight the renderings look believably real.<br />

The results are convincing, but we cannot assume that the rendering algorithm<br />

is implemented correctly as far as physical accuracy is concerned. However, <strong>for</strong><br />

many applications this is good enough. For movies, computer games and related<br />

areas it is essential that the images look appealing and – above all – believable. It is<br />

not necessary and sometimes even counterproductive that an image is a physically<br />

correct representation <strong>of</strong> the light transport in a scene.<br />

However, <strong>for</strong> physically based rendering (as the field has become to be known),<br />

this is absolutely crucial. Its applications are much more restricted than the largely<br />

artistic realm <strong>of</strong> ordinary, “just believable” rendering techniques; the ef<strong>for</strong>t in-<br />

volved is far greater – e.g. because one has to use measured surface reflectance<br />

data or complicated analytical models <strong>for</strong> the scene description – and the cre-<br />

ativity <strong>of</strong> the user is severely restricted by the constraints <strong>of</strong> physical correctness<br />

(e.g. the inability to fine-tune the lighting in the scene <strong>for</strong> artistic reasons on a<br />

per-object basis as it is common practice with current commercial systems).<br />

2

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