| ighting
in 3D computer graphics has come a long way since the early
days. In the beginning there were simple point lights, then
came different types of shadows, followed by area shadows (faking
area lights) and ultimately true area lights arrived at the
3D scene. But it was the introduction of radiosity and global
illumination that really refined 3D CG lighting, by enabling
the simulation of reflected light. Still, there was more to
come. Although you could already achieve a lot with area lights
and reflected light, bitmap-based lighting introduced the possibility
to derive light color and intensity from any desired bitmap.
An ideal application for this technique is of course the simulation
of environmental light, creating realistic diffused light that
comes from all angles, causing evenly scattered lighting with
nice subtle shadows. Combined with a bright light source like
a sun or a lamp (for clean-cut shadows), you can achieve quite
a realistic lighting result.
There was yet one flaw left: the dynamic range
of the images used for bitmap-based lighting was too limited
to yield truly realistic results. The subtle shades from the
real world could not be captured in the limited value range
of a standard bitmap. One day 3D CG techniques pioneer Paul
Devebec developed a new bitmap format he baptized as "High
Dynamic Range Imaging". The bitmap format involved a combined
series of the same image with different exposures. This results
in one image bearing a much higher range of value information
per pixel and thus being closer to the dynamic color range of
the real world.

A collection of 3D marbles, rendered with a normal bitmap
for the environment lighting.

The same collection of marbles, rendered with a HDRIbase High
Dynamic Range Image as the environment. The improvement in light
dynamism is clearly noticeable.
The Germany-based company Sachform, founded
by 3D freelancer Jan Häusle, created an impressive series
of high quailty spherical panorama photos, covering the complete
viewing angles from 0 to 360 degrees in all directions. The
seamlessly looping environment photos were taken at several
different light exposures in order to prepare them for being
combined into a high-resolution HDRI bitmap of 3000 x 1500 pixels.
The resulting two image collections by the name of HDRIbase
are for sale independently or bundled at www.sachform.de.
Each collection offers 40 different environments.

One of HDRIbase's many environmental High Dynamic Range
Images

A rendered result using the above HDRI bitmap as the
environment. Notice the correct color ambience caused by the
HDRI environment, next to the realistic feel of the diffuse
lighting.
A very important feature of the HDRIbase environments
is the exclusion of the photographer and/or the equipment. In
a 360 degrees snapshot it's hard to avoid capturing at least
the necessary photo equipment along with the imagery. But Sachform
has properly eliminated that disturbing element from the images.
HDRIbase is divided into two categories: achitecture and nature.
Architecture includes a number of indoor environments, ranging
from a bathroom to the lobby of a building. Next to the indoor
scenes, the architecture category also offers a range of outdoor
environments including architectural elements. Nature, as you
might expect, offers a variety of beautiful outdoor scenery.
All HDRIbase environments come in two shapes: a color and a
greyscale variant. The greyscale version is very useful for
neutral lighting, in case you don't want the HDRI colors to
influence the ambience of your scene.

An example of how two different HDRI environments surrounding
the same scene can make a significant difference in overall
light color tinting.
HDRI IN PRACTICE
So how do you include a HDRI bitmap in your favourite piece
of 3D software? Well, first of all your 3D software needs to
support HDRI bitmaps. These bitmaps come in the shape of several
different formats. The most important formats are HDR (supporting
the Radiance lighting simulation system) and the currently rapidly
rising star is the flexible OpenEXR format, developed by special
effects veteran Industrial Light & Magic. HDRIbase offers
its two environment collections in both the HDR and the OpenEXR
format. At the time this review is written not many 3D packages
support OpenEXR yet, but most major 3D packages do already support
HDR. The U.S. company Splutterfish
(known for their Brazil renderer) has released a free OpenEXR
loader for 3ds Max. Talking about Max: the major plug-in renderers
Brazil, FinalRender and VRay already support HDRI lighting,
for use with their global illumination engines. The renderers
allow you to use a HDRI bitmap as an object's texture or to
simply put a HDRI bitmap in the Max environment map channel
and derive the scene's lighting from the surrounding pixels
of the bitmap. For adjustments or conversions of HDRI bitmaps,
make sure you download and install Paul Devebec's free HDRI
tool HDR
Shop. It's a useful companion for your HDRI needs, at least
until Photoshop will support it.

THE BOTTOM LINE
Sachform has created a range of very useful image data for any
modern-day 3D artist, architectural visualiser, etcetera. HDRIbase
is a valuable toolset of high quality images prepared for lighting,
reflection and refraction purposes. The only thing one would
want to shout to Sachform is: "We want more!" 
Metin Seven
www.metinseven.com
www.sevensheaven.nl
www.figurefarm.com

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