USC

ICT

GL

ICT Graphics Lab : Software & Data

Software
The following software has been created within the Graphics Lab and are openly available for both personal and commercial use.
HDRShop

HDRShop

HDR Shop is an interactive graphical user interface image processing and manipulation system designed to create, view and manipulate High-Dynamic Range images. HDR Shop can also be used as an advanced and very rapid image viewer for all common low/high dynamic range formats including almost every current RAW digital camera image format. HDR Shop allows you to perform many simple and complex mathematical, filtering, and other useful image processing operations on single and multiple images with floating point accuracy and readout through a simple but powerful user interface. The software also supports scripting and is extensible via user-written plugins.
GFWX: Good, Fast Wavelet Codec

GFWX:
Good, Fast Wavelet Codec

GFWX achieves compression ratios similar to JPEG 2000, but compresses and decompresses several times faster. It was developed to help manage the large amount of video data produced by the New Dimensions in Testimony project. This required real-time, lossy compression of Bayer patterned raw images and none of the existing formats fit the bill.
LightGen Plugin

LightGen Plugin

This plugin is an HDRShop-compatible executable by Jonathan Cohen, original concept by Paul Debevec, at the USC Institute for Creative Technologies for generating a set of directional light sources to approximate a lightprobe image. This is useful because it allows you to use image-based lighting with standard non-global illumination renderers.
Facial Reflectance Field Demo

Facial Reflectance Field Demo

This demo allows you to virtually relight real faces. You can light the subject as if they were in a variety of real lighting environments captured from around the world, or position and adjust your own virtual lights to achieve whatever effect you desire.
Skin Microstructure Deformation GLSL Shaders

Skin Microstructure Deformation GLSL Shaders

GLSL shader codes that accompany the paper Skin Microstructure Deformation with Displacement Map Convolution. They can be integrated to a renderer for simulating the dynamics of skin microstructures through displacement map convolution. The shader codes compute per-pixel anisotropic strain field from a deformation matrix, and sharpen and blur microgeometry data to simulate stretching and compressing for improved dynamic deformation.

Data
Below you will find a multitude of databases collected and generated by the members of the Graphics Lab. All data is available for personal or research purposes.
Light Probe Image Gallery

Light Probe Image Gallery

These light probe images were created by taking two pictures of a mirrored ball at ninety degrees of separation and assembling the two radiance maps into this registered dataset. The coordinate mapping of these images is such that the center of the image is straight forward, the circumference of the image is straight backwards, and the horizontal line through the center linearly maps azimuthal angle to pixel coordinate.
High-Resolution Light Probe Image Gallery

High-Resolution Light Probe Image Gallery

In 2001, we released a gallery of light probe images including images of Grace Cathedral, the Eucalyptus Grove, and St Paul's Bascillica. Most of these probes were assembled using mirrored ball images. As digital cameras have advanced, it is now possible to create higher resolution light probes. On this page, we have release several such probes that we have since created.
The Parthenon Sculpture Gallery

The Parthenon Sculpture Gallery

Welcome to the Parthenon Scultpure Gallery. Here you will find 3D VRML samples from our dataset of digital 3D Parthenon sculpture models. The data for the models in this gallery was gathered from the Basel Skulpturhalle in Switzerland. This museum houses a unique collection of high quality plaster casts of all the known Parthenon sculptures.
Direct HDR Capture of the Sun and Sky

Direct HDR Capture of the Sun and Sky

We present a technique for capturing the extreme dynamic range of natural illumination environments that include the sun and sky, which has presented a challenge for traditional high dynamic range photography processes. We find that through careful selection of exposure times, aperture, and neutral density filters that this full range can be covered in seven exposures with a standard digital camera. We discuss the particular calibration issues such as lens vignetting, infrared sensitivity, and spectral transmission of neutral density filters which must be addressed. We present an adaptive exposure range adjustment technique for minimizing the number of exposures necessary. We demonstrate our results by showing time-lapse renderings of a complex scene illuminated by high-resolution, high dynamic range natural illumination environments.
Light Stage Data Gallery

Light Stage Data Gallery

The following datasets are 4D Reflectance Fields captured using the Light Stage 6 apparatus at the USC Centers for Creative Technologies in Los Angeles, California. Light Stage 6 is a high-speed illumination system designed for human-scale subjects consisting of 6,500 white LED sources. Each dataset shows a static subject captured under 253 individual lighting directions covering the full sphere of illumination. The images are matted onto a black background and the corresponding alpha matte is provided.