Interactive Lighting Simulation
for Theatrical Lighting Design
Alissa Feldman and Matt Gruskin
Faculty Advisor: Dr. Norman Badler
 
 

These screenshots demonstrate our software in action.



The focusing tab is usually the first interface the user will use when starting the program. It is used to position lights and mesh objects within the scene, as well as to control properties such as material colors, light instrument types and gel colors.



The cueing tab is used to view the effects of changing light intensities, by adjusting the sliders along the bottom of the window. The three 3D views (from left to right) are the unrealistic OpenGL-lit view, the radiosity rendered view, and the Radiance rendered view. The radiosity parameters can be found to the right of the radiosity view.




OpenGL lighting

Parameterized radiosity rendering

Raytraced Radiance rendering

These three images show the same scene rendered using the three different renderers. The first method, using hardware-accelerated OpenGL lighting, runs in real time - but it is unable to handle more than 8 lights, or to produce global illumination or shadow effects. The second method, using our custom parameterized radiosity renderer, requires a costly preprocessing step, but once the preprocessing is completed it can render changes to camera viewpoint, light intensity and color in real time, with global illumination and shadows. The third method, using the external Radiance renderer, is very accurate but is too slow for any changes to be seen in real time.



This is a screenshot of the radiosity renderer taking a hemicube approximation using the GPU. This view is rendered from the point of view of one of the surface patches in the scene. Each patch is assigned a unique color representing its identifier. For more information about the design and implementation of our radiosity renderer, refer to section 3.5 of our paper.