67 research outputs found

    Acquisition, Modeling, and Augmentation of Reflectance for Synthetic Optical Flow Reference Data

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    This thesis is concerned with the acquisition, modeling, and augmentation of material reflectance to simulate high-fidelity synthetic data for computer vision tasks. The topic is covered in three chapters: I commence with exploring the upper limits of reflectance acquisition. I analyze state-of-the-art BTF reflectance field renderings and show that they can be applied to optical flow performance analysis with closely matching performance to real-world images. Next, I present two methods for fitting efficient BRDF reflectance models to measured BTF data. Both methods combined retain all relevant reflectance information as well as the surface normal details on a pixel level. I further show that the resulting synthesized images are suited for optical flow performance analysis, with a virtually identical performance for all material types. Finally, I present a novel method for augmenting real-world datasets with physically plausible precipitation effects, including ground surface wetting, water droplets on the windshield, and water spray and mists. This is achieved by projecting the realworld image data onto a reconstructed virtual scene, manipulating the scene and the surface reflectance, and performing unbiased light transport simulation of the precipitation effects

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because they describe the reflectance properties of surfaces, which are based on the interaction of light and matter. In the real world, an enormous diversity of materials can be found, comprising very different properties. One important objective in computer graphics is to understand these processes, to formalize them and to finally simulate them. For this purpose various analytical models do already exist, but their parameterization remains difficult as the number of parameters is usually very high. Also, they fail for very complex materials that occur in the real world. Measured materials, on the other hand, are prone to long acquisition time and to huge input data size. Although very efficient statistical compression algorithms were presented, most of them do not allow for editability, such as altering the diffuse color or mesostructure. In this thesis, a material representation is introduced that makes it possible to edit these features. This makes it possible to re-use the acquisition results in order to easily and quickly create deviations of the original material. These deviations may be subtle, but also substantial, allowing for a wide spectrum of material appearances. The approach presented in this thesis is not based on compression, but on a decomposition of the surface into several materials with different reflection properties. Based on a microfacette model, the light-matter interaction is represented by a function that can be stored in an ordinary two-dimensional texture. Additionally, depth information, local rotations, and the diffuse color are stored in these textures. As a result of the decomposition, some of the original information is inevitably lost, therefore an algorithm for the efficient simulation of subsurface scattering is presented as well. Another contribution of this work is a novel perception-based simplification metric that includes the material of an object. This metric comprises features of the human visual system, for example trichromatic color perception or reduced resolution. The proposed metric allows for a more aggressive simplification in regions where geometric metrics do not simplif

    Neural reflectance transformation imaging

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    Reflectance transformation imaging (RTI) is a computational photography technique widely used in the cultural heritage and material science domains to characterize relieved surfaces. It basically consists of capturing multiple images from a fixed viewpoint with varying lights. Handling the potentially huge amount of information stored in an RTI acquisition that consists typically of 50\u2013100RGB values per pixel, allowing data exchange, interactive visualization, and material analysis, is not easy. The solution used in practical applications consists of creating \u201crelightable images\u201d by approximating the pixel information with a function of the light direction, encoded with a small number of parameters. This encoding allows the estimation of images relighted from novel, arbitrary lights, with a quality that, however, is not always satisfactory. In this paper, we present NeuralRTI, a framework for pixel-based encoding and relighting of RTI data. Using a simple autoencoder architecture, we show that it is possible to obtain a highly compressed representation that better preserves the original information and provides increased quality of virtual images relighted from novel directions, especially in the case of challenging glossy materials. We also address the problem of validating the relight quality on different surfaces, proposing a specific benchmark, SynthRTI, including image collections synthetically created with physical-based rendering and featuring objects with different materials and geometric complexity. On this dataset and as well on a collection of real acquisitions performed on heterogeneous surfaces, we demonstrate the advantages of the proposed relightable image encoding

    Multispectral RTI Analysis of Heterogeneous Artworks

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    We propose a novel multi-spectral reflectance transformation imaging (MS-RTI) framework for the acquisition and direct analysis of the reflectance behavior of heterogeneous artworks. Starting from free-form acquisitions, we compute per-pixel calibrated multi-spectral appearance profiles, which associate a reflectance value to each sampled light direction and frequency. Visualization, relighting, and feature extraction is performed directly on appearance profile data, applying scattered data interpolation based on Radial Basis Functions to estimate per-pixel reflectance from novel lighting directions. We demonstrate how the proposed solution can convey more insights on the object materials and geometric details compared to classical multi-light methods that rely on low-frequency analytical model fitting eventually mixed with a separate handling of high-frequency components, hence requiring constraining priors on material behavior. The flexibility of our approach is illustrated on two heterogeneous case studies, a painting and a dark shiny metallic sculpture, that showcase feature extraction, visualization, and analysis of high-frequency properties of artworks using multi-light, multi-spectral (Visible, UV and IR) acquisitions.Terms: "European Union (EU)" & "Horizon 2020" / Action: H2020-EU.3.6.3. - Reflective societies - cultural heritage and European identity / Acronym: Scan4Reco / Grant number: 665091the DSURF (PRIN 2015) project funded by the Italian Ministry of University and ResearchSardinian Regional Authorities under projects VIGEC and Vis&VideoLa

    BRDF Representation and Acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    BRDF representation and acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials

    BxDF material acquisition, representation, and rendering for VR and design

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    Photorealistic and physically-based rendering of real-world environments with high fidelity materials is important to a range of applications, including special effects, architectural modelling, cultural heritage, computer games, automotive design, and virtual reality (VR). Our perception of the world depends on lighting and surface material characteristics, which determine how the light is reflected, scattered, and absorbed. In order to reproduce appearance, we must therefore understand all the ways objects interact with light, and the acquisition and representation of materials has thus been an important part of computer graphics from early days. Nevertheless, no material model nor acquisition setup is without limitations in terms of the variety of materials represented, and different approaches vary widely in terms of compatibility and ease of use. In this course, we describe the state of the art in material appearance acquisition and modelling, ranging from mathematical BSDFs to data-driven capture and representation of anisotropic materials, and volumetric/thread models for patterned fabrics. We further address the problem of material appearance constancy across different rendering platforms. We present two case studies in architectural and interior design. The first study demonstrates Yulio, a new platform for the creation, delivery, and visualization of acquired material models and reverse engineered cloth models in immersive VR experiences. The second study shows an end-to-end process of capture and data-driven BSDF representation using the physically-based Radiance system for lighting simulation and rendering
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