10,077 research outputs found
Joint Material and Illumination Estimation from Photo Sets in the Wild
Faithful manipulation of shape, material, and illumination in 2D Internet
images would greatly benefit from a reliable factorization of appearance into
material (i.e., diffuse and specular) and illumination (i.e., environment
maps). On the one hand, current methods that produce very high fidelity
results, typically require controlled settings, expensive devices, or
significant manual effort. To the other hand, methods that are automatic and
work on 'in the wild' Internet images, often extract only low-frequency
lighting or diffuse materials. In this work, we propose to make use of a set of
photographs in order to jointly estimate the non-diffuse materials and sharp
lighting in an uncontrolled setting. Our key observation is that seeing
multiple instances of the same material under different illumination (i.e.,
environment), and different materials under the same illumination provide
valuable constraints that can be exploited to yield a high-quality solution
(i.e., specular materials and environment illumination) for all the observed
materials and environments. Similar constraints also arise when observing
multiple materials in a single environment, or a single material across
multiple environments. The core of this approach is an optimization procedure
that uses two neural networks that are trained on synthetic images to predict
good gradients in parametric space given observation of reflected light. We
evaluate our method on a range of synthetic and real examples to generate
high-quality estimates, qualitatively compare our results against
state-of-the-art alternatives via a user study, and demonstrate
photo-consistent image manipulation that is otherwise very challenging to
achieve
Visual communication in urban planning and urban design
This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
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HoloCam: A subsea holographic camera for recording marine organisms and particles
The HoloCam system is a major component of a multi-national multi-discipline project known as HoloMar (funded by the European Commission under the MAST III initiative). The project is concerned with the development of pulsed laser holography to analyse and monitor the populations of living organisms and inanimate particles within the world's oceans. We describe here the development, construction and evaluation of a prototype underwater camera, the purpose of which is to record marine organisms and particles, in-situ. Recording using holography provides several advantages over conventional sampling methods in that it allows non-intrusive, non-destructive, high-resolution imaging of large volumes (up to 10^5 cm^3) in three dimensions. The camera incorporates both in-line and off-axis holographic techniques, which allows particles from a few micrometres to tens of centimetres to be captured. In tandem with development of the HoloCam, a dedicated holographic replay system and an automated data extraction and image processing facility are being developed. These will allow, optimisation of the images recorded by the camera, identification of species and particle concentration plotting
A Real-time Method for Inserting Virtual Objects into Neural Radiance Fields
We present the first real-time method for inserting a rigid virtual object
into a neural radiance field, which produces realistic lighting and shadowing
effects, as well as allows interactive manipulation of the object. By
exploiting the rich information about lighting and geometry in a NeRF, our
method overcomes several challenges of object insertion in augmented reality.
For lighting estimation, we produce accurate, robust and 3D spatially-varying
incident lighting that combines the near-field lighting from NeRF and an
environment lighting to account for sources not covered by the NeRF. For
occlusion, we blend the rendered virtual object with the background scene using
an opacity map integrated from the NeRF. For shadows, with a precomputed field
of spherical signed distance field, we query the visibility term for any point
around the virtual object, and cast soft, detailed shadows onto 3D surfaces.
Compared with state-of-the-art techniques, our approach can insert virtual
object into scenes with superior fidelity, and has a great potential to be
further applied to augmented reality systems
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