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<html>
<head>
<title>journal of graphics, gpu, and game tools - Papers - Lighting Controls for Computer Cinematography</title>
</head>
<body>
<h1>Lighting Controls for Computer Cinematography</h1>
<p>Ronen Barzel<br/><em><a href="http://www.pixar.com/">Pixar</a></em></p>
<p>This paper appears in issue Volume 2, Number 1.<br/> <a href="http://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487468">Purchase this article from the akpeters.com web site.</a></p>
<h2>Abstract</h2>
<p class="intro">Lighting is an essential component of visually rich cinematographic images. However, the common computer graphics light source models, such as a cone-shaped spotlight, are not versatile enough for cinematographic-quality lighting. In this paper we describe the controls and features of a light source model for lighting computer graphics films. The model is based on generalized light cones, emphasizing independent control over the shape and texture of lights and shadows. While inspired by techniques of real-world cinematography, it is tailored to the needs and capabilities of computer graphics. The model has been used successfully in production over the past few years, to light many short works and the movie Toy Story.</p>
<h2>Figures</h2>
<div class="figure" style="width:200px">
<a href="Fig1.gif"><img src="Fig1.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 1]" /></a>
<p><a href="Fig1.gif">Figure 1.</a> Cylinder and cube on the floor, torus in midair.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig2.gif"><img src="Fig2.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 2]" /></a>
<p><a href="Fig2.gif">Figure 2.</a> Same as Figure 1, with a conical key light.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig3.gif"><img src="Fig3.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 3]" /></a>
<p><a href="Fig3.gif">Figure 3.</a> Selection. Same as Figure 2, but the torus is unaffected by the key light.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig4.gif"><img src="Fig4.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 4]" /></a>
<p><a href="Fig4.gif">Figure 4.</a> Shape. A superellipse profile is swept into a pyramid, which may be truncated
or sheared.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig5.gif"><img src="Fig5.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 5]" /></a>
<p><a href="Fig5.gif">Figure 5.</a> Rounded rectangle shape, as in Figure 4b.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig6.gif"><img src="Fig6.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 6]" /></a>
<p><a href="Fig6.gif">Figure 6.</a> A sheared barn door light, as in Figure 4d.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig7.gif"><img src="Fig7.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 7]" /></a>
<p><a href="Fig7.gif">Figure 7.</a> Same as Figure 5, but with soft edges (Figure 8).</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig8.gif"><img src="Fig8.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 8]" /></a>
<p><a href="Fig8.gif">Figure 8.</a> Nested pyramids define the soft edges in Figure 7.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig9.gif"><img src="Fig9.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 9]" /></a>
<p><a href="Fig9.gif">Figure 9.</a> Same as Figure 2, but with a sharp cutoff.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig10.gif"><img src="Fig10.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 10]" /></a>
<p><a href="Fig10.gif">Figure 10.</a> Same as Figure 2, but with a gradual cuton.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig11.gif"><img src="Fig11.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 11]" /></a>
<p><a href="Fig11.gif">Figure 11.</a> Basic shadows.Same as Figure 2, but with shadows from the key light.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig12.gif"><img src="Fig12.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 12]" /></a>
<p><a href="Fig12.gif">Figure 12.</a> Shadow selection.Same as Figure 11, but the cube casts no shadow.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig13.gif"><img src="Fig13.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 13]" /></a>
<p><a href="Fig13.gif">Figure 13.</a> Cheated shadows.All light parameters are the same as in Figure 11, but the shadow directions have been cheated so that the torus slightly shadows the cylinder.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig14.gif"><img src="Fig14.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 14]" /></a>
<p><a href="Fig14.gif">Figure 14.</a> Shared shadows.Same as Figure 11, but the key light shares its shadows with the fill lights.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig15.gif"><img src="Fig15.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 15]" /></a>
<p><a href="Fig15.gif">Figure 15.</a> Faked shadow.Same as Figure 2, but with a blocker that casts a shadow.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig16.gif"><img src="Fig16.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 16]" /></a>
<p><a href="Fig16.gif">Figure 16.</a> Shape trimming.Same as Figure 2, but a large blocker has been placed just in front of the rear wall to eliminate unwanted illumination of the wall.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig17.gif"><img src="Fig17.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 17]" /></a>
<p><a href="Fig17.gif">Figure 17.</a> Projecting a matte image as a “cookie cutter” to get alternate light shapes (Figure 19).</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig18.gif"><img src="Fig18.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 18]" /></a>
<p><a href="Fig18.gif">Figure 18.</a> Projecting a matte image to get simulated shadows, here for a dappled-leaf effect (Figure 19).</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig19a.gif"><img src="Fig19a.gif" border="0" width="98" height="98" alt="[Thumbnail for Figure 19a]" /></a>
<a href="Fig19b.gif"><img src="Fig19b.gif" border="0" width="98" height="98" alt="[Thumbnail for Figure 19b]" /></a>
<p>Figure 19. <a href="Fig19a.gif">a</a> <a href="Fig19b.gif">b</a> The matte images used in Figure 17 and Figure 18.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig20.gif"><img src="Fig20.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 20]" /></a>
<p><a href="Fig20.gif">Figure 20.</a> Projecting a color image (the well-known mandrill) to get a slide effect.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig21.gif"><img src="Fig21.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 21]" /></a>
<p><a href="Fig21.gif">Figure 21.</a> Intensity distribution across beam.</p>
</div>
<div class="figure" style="width:200px">
<a href="Fig22.gif"><img src="Fig22.gif" border="0" width="200" height="120" alt="[Thumbnail for Figure 22]" /></a>
<p><a href="Fig22.gif">Figure 22.</a> Intensity falloff with distance.</p>
</div>
<h2>Follow-up</h2>
<p><em>[July, 1998]</em> Larry Gritz (<a href="mailto:[email protected]">[email protected]</a>) wrote a
shader “<a href="/web/20091013062547/http://www.renderman.org/RMR/Shaders/BMRTShaders/index.html#uberlight">uberlight</a>”
based on the outline in this paper. Larry and Ronen presented this at
the Siggraph ’98 course “Advanced Renderman”.</p>
<p><em>[September, 1998]</em> <a href="/web/20091013062547/http://www.renderman.org/RMR/tal.htmld/index.html">Tal
Lancaster</a> used Larry’s shader to roughly mimic the <a href="/web/20091013062547/http://www.renderman.org/RMR/rmBlockers/uber/index.html">figures</a> of this paper.</p>
<!--<h2>Citation</h2>-->
<!--Ronen Barzel. “Lighting Controls for Computer Cinematography.” <em>journal of graphics, gpu, and game tools</em> 2:1 (1997), 1–20.-->
<h2>BibTeX Entry</h2>
<pre style="">
@article{Barzel97,
author = "Ronen Barzel",
title = "Lighting Controls for Computer Cinematography",
journal = "journal of graphics, gpu, and game tools",
volume = "2",
number = "1",
pages = "1-20",
year = "1997",
}
</pre>
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