20 research outputs found

    Acquisition and analysis of bispectral bidirectional reflectance distribution functions

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    In fluorescent materials, energy from a certain band of incident wavelengths is reflected or reradiated at larger wavelengths, i.e. with lower energy per photon. While fluorescent materials are common in everyday life, they have received little attention in computer graphics. Especially, no bidirectional reflectance measurements of fluorescent materials have been available so far. In this paper, we develop the concept of a bispectral BRDF, which extends the well-known concept of the bidirectional reflectance distribution function (BRDF) to account for energy transfer between wavelengths. Using a bidirectional and bispectral measurement setup, we acquire reflectance data of a variety of fluorescent materials, including vehicle paints, paper and fabric. We show bispectral renderings of the measured data and compare them with reduced versions of the bispectral BRDF, including the traditional RGB vector valued BRDF. Principal component analysis of the measured data reveals that for some materials the fluorescent reradiation spectrum changes considerably over the range of directions. We further show that bispectral BRDFs can be efficiently acquired using an acquisition strategy based on principal components

    Reconsidering light transport : acquisition and display of real-world reflectance and geometry

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    In this thesis, we cover three scenarios that violate common simplifying assumptions about the nature of light transport. We begin with the first ingredient to any çD rendering: a geometry model. Most çD scanners require the object-of-interest to show diffuse refectance. The further a material deviates from the Lambertian model, the more likely these setups are to produce corrupted results. By placing a traditional laser scanning setup in a participating (in particular, fuorescent) medium, we have built a light sheet scanner that delivers robust results for a wide range of materials, including glass. Further investigating the phenomenon of fluorescence, we notice that, despite its ubiquity, it has received moderate attention in computer graphics. In particular, to date no datadriven reflectance models of fluorescent materials have been available. To describe the wavelength-shifling reflectance of fluorescent materials, we define the bispectral bidirectional reflectance and reradiation distribution function (BRRDF), for which we introduce an image-based measurement setup as well as an efficient acquisition scheme. Finally, we envision a computer display that showsmaterials instead of colours, and present a prototypical device that can exhibit anisotropic reflectance distributions similar to common models in computer graphics.In der Computergraphik und Computervision ist es unerlässlich, vereinfachende Annahmen über die Ausbreitung von Licht zumachen. In dieser Dissertation stellen wir drei Fälle vor, in denen diese nicht zutreffen. So wird die dreidimensionale Geometrie von Gegenständen oft mit Hilfe von Laserscannern vermessen und dabei davon ausgegangen, dass ihre Oberfläche diffus reflektiert. Dies ist bei den meisten Materialien jedoch nicht gegeben, so dass die Ergebnisse oft fehlerhaft sind. Indem wir das Objekt in einem fluoreszierenden Medium einbetten, kann ein klassischer CD-Scanner-Aufbau so modifiziert werden, dass er verlässliche Geometriedaten für Objekte aus verschiedensten Materialien liefert, einschließlich Glas. Auch die akkurate Nachbildung des Aussehens von Materialien ist wichtig für die photorealistische Bildsynthese. Wieder interessieren wir uns für Fluoreszenz, diesmal allerdings für ihr charakteristisches Erscheinungsbild, das in der Computergraphik bislang kaum Beachtung gefunden hat. Wir stellen einen bildbasierten Aufbau vor, mit dem die winkel- und wellenlängenabhängige Reflektanz fluoreszierender Oberflächen ausgemessen werden kann, und eine Strategie, um solche Messungen effizient abzuwickeln. Schließlich befassen wir uns mit der Idee, nicht nur Farben dynamisch anzuzeigen, sondern auch Materialien und ihr je nach Lichteinfall und Blickwinkel unterschiedliches Aussehen. Einer generellen Beschreibung des Problems folgt die konkrete Umsetzung in Formzweier Prototypen, die verschiedene Reflektanzverteilungen auf einer Oberfläche darstellen können

    Efficient Storage and Importance Sampling for Fluorescent Reflectance

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    We propose a technique for efficient storage and importance sampling of fluorescent spectral data. Fluorescence is fully described by a re-radiation matrix, which for a given input wavelength indicates how much energy is re-emitted at other wavelengths. However, such representation has a considerable memory footprint. To significantly reduce memory requirements, we propose the use of Gaussian mixture models for the representation of re-radiation matrices. Instead of the full-resolution matrix, we work with a set of Gaussian parameters that also allow direct importance sampling. Furthermore, if accuracy is of concern, a re-radiation matrix can be used jointly with efficient importance sampling provided by the Gaussian mixture. In this paper, we present our pipeline for efficient storage of bispectral data and provide its extensive evaluation on a large set of bispectral measurements. We show that our method is robust and colour accurate even with its comparably minor memory requirements and that it can be seamlessly integrated into a standard Monte Carlo path tracer

    Bidirectional Rendering of Vector Light Transport

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    On the foundations of many rendering algorithms it is the symmetry between the path traversed by light and its adjoint path starting from the camera. However, several effects, including polarization or Âżuorescence, break that symmetry, and are deÂżned only on the direction of light propagation. This reduces the applicability of bidirectional methods that exploit this symmetry for simulating effectively light transport. In this work, we focus on how to include these non-symmetric effects within a bidirectional rendering algorithm. We generalize the path integral to support the constraints imposed by non-symmetric light transport. Based on this theoretical framework, we propose modiÂżcations on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization and Âżuorescence, in both steady and transient stat

    Appearance synthesis of fluorescent objects with mutual illumination effects

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    We propose an approach for the appearance synthesis of objects with matte surfaces made of arbitrary fluorescent materials, accounting for mutual illumination. We solve the problem of rendering realistic scene appearances of objects placed close to each other under different conditions of uniform illumination, viewing direction, and shape, relying on standard physically based rendering and knowledge of the three-dimensional shape and bispectral data of scene objects. The appearance synthesis model suggests that the overall appearance is decomposed into five components, each of which is expanded into a multiplication of spectral functions and shading terms. We show that only two shading terms are required, related to (a) diffuse reflection by direct illumination and (b) interreflection between two matte surfaces. The Mitsuba renderer is used to estimate the reflection components based on the underlying Monte Carlo simulation. The spectral computation of the fluorescent component is performed over a broad wavelength range, including ultraviolet and visible wavelengths. We also address a method for compensating for the difference between the simulated and real images. Experiments were performed to demonstrate the effectiveness of the proposed appearance synthesis approach. The accuracy of the proposed approach was experimentally confirmed using objects with different shapes and fluorescence in the presence of complex mutual illumination effects

    Compressive Higher-order Sparse and Low-Rank Acquisition with a Hyperspectral Light Stage

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    Compressive sparse and low-rank recovery (CSLR) is a novel method for compressed sensing deriving a low-rank and a sparse data terms from randomized projection measurements. While previous approaches either applied compressive measurements to phenomena assumed to be sparse or explicitly assume and measure low-rank approximations, CSLR is inherently robust if any such assumption might be violated. In this paper, we will derive CSLR using Fixed-Point Continuation algorithms, and extend this approach in order to exploit the correlation in high-order dimensions to further reduce the number of captured samples. Though generally applicable, we demonstrate the effectiveness of our approach on data sets captured with a novel hyperspectral light stage that can emit a distinct spectrum from each of the 196 light source directions enabling bispectral measurements of reflectance from arbitrary viewpoints. Bispectral reflectance fields and BTFs are faithfully reconstructed from a small number of compressed measurements

    On Practical Sampling of Bidirectional Reflectance

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    Physically-based in silico light sheet microscopy for visualizing fluorescent brain models

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    We present a physically-based computational model of the light sheet fluorescence microscope (LSFM). Based on Monte Carlo ray tracing and geometric optics, our method simulates the operational aspects and image formation process of the LSFM. This simulated, in silico LSFM creates synthetic images of digital fluorescent specimens that can resemble those generated by a real LSFM, as opposed to established visualization methods producing visually-plausible images. We also propose an accurate fluorescence rendering model which takes into account the intrinsic characteristics of fluorescent dyes to simulate the light interaction with fluorescent biological specimen

    Vermessung, Modellierung und Verifizierung von Licht-Masse-Interaktions-Phänomenen

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    The photo-realistic rendering of scenes showing natural phenomena requires skilled graphic designers not only to produce a convincingly good-looking image but also to convey physical plausibility. This is especially important in industrial context, where a modelled scene showcasing a product has to approximate the actual environment of a product as closely as possible, e.g. in automotive industries. In this thesis, new techniques to measure natural phenomena are presented in order to provide new or verify existing models for rendering the physically plausible image. In contrast to other approaches, the measurement is performed using nonconventional methods: an ellipsometer is employed to capture the specular reflectance with respect to the polarisation behaviour, a transmissive screen attached to a glass tank is imaged to capture underwater reflectances, and the Microsoft Kinect, a motion capturing device, is used to detect the gas flows around objects. The results are the verification of existing, physically plausible models for commodity metals, an enhanced reflectance model for materials immersed in transparent media with known refractive index, and the reconstruction of two-phase gas flows around occluding objects.Das Erzeugen von Szenen mit natürlichen Phänomenen in fotorealistischer Qualität ist aufwändig, weil nicht nur ein realistisches Bild erstellt werden soll, sondern auch physikalische Plausibilität in Bezug auf das modellierte Phänomen verlangt wird. Besonders in der Industrie, z.B. in der Automobilindustrie, sollte die modellierte Szene, in der ein Produkt eingesetzt wird, der tatsächlichen Einsatzumgebung so naturgetreu wie möglich ähneln. In dieser Dissertation werden neue Ansätze zum Messen von natürlichen Phänomenen präsentiert, die es ermöglichen, für bestimmte Phänomene neue Modelle zu erstellen oder bestehende Modelle erschöpfender zu verifizieren, um damit physikalische Plausibilität für Szenen, die am Computer ereugt werden, zu gewährleisten. Im Unterschied zu anderen Verfahren, werden unkonventionelle Methoden zur Messung umgesetzt: Mit Hilfe eines Ellipsometers wird die Oberflächenreflektanz von Metallen so vermessen, dass auch Änderungen im Polarisationszustand des Lichtes erfasst werden. Unterwasserreflektanzen von Materialien werden mit Hilfe eines lichtdurchlässigen Diffusers abgebildet, der an einen Glasbecher angebracht wird, und der Bewegungssensor Kinect von Microsoft wird verwendet, um Gasströmungen um Objekte zu detektieren. Die Ergebnisse sind die Verifikation von bestehenden Modellen für handelsübliche Metallflächen, ein erweitertes Reflektanzmodell für Oberflächen, die in refraktive Medien eingetaucht werden und die Rekonstruktion von Gasströmungen um Objekte
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