65 research outputs found

    Efficient photometric stereo on glossy surfaces with wide specular lobes.

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    Chung, Hin Shun.Thesis (M.Phil.)--Chinese University of Hong Kong, 2008.Includes bibliographical references (leaves 40-43).Abstracts in English and Chinese.Chapter 1 --- Introduction --- p.1Chapter 1.1 --- Lambertian photometric stereo --- p.1Chapter 1.2 --- Non-Lambertian photometric stereo --- p.3Chapter 1.3 --- Large specular lobe problems --- p.4Chapter 2 --- Related Work --- p.9Chapter 2.1 --- Lambertian photometric stereo --- p.9Chapter 2.2 --- Non-Lambertian photometric stereo --- p.9Chapter 2.2.1 --- Analytic models to reconstruct non-Lambertian surface --- p.9Chapter 2.2.2 --- Reference object based --- p.10Chapter 2.2.3 --- Highlight removal before shape reconstruction --- p.11Chapter 2.2.4 --- Polarization based method --- p.12Chapter 2.2.5 --- Specularity fitting method --- p.12Chapter 2.2.6 --- Photometric stereo with shadow --- p.12Chapter 3 --- Our System --- p.13Chapter 3.1 --- Estimation of global parameters --- p.14Chapter 3.1.1 --- Shadow separation --- p.16Chapter 3.1.2 --- Separation edges of shadow and edges of foreground object --- p.16Chapter 3.1.3 --- Normal estimation using shadow boundary --- p.20Chapter 3.1.4 --- Global parameter estimation and refinement --- p.22Chapter 3.2 --- Surface shape and texture reconstruction --- p.24Chapter 3.3 --- Single material results --- p.25Chapter 4 --- Comparison between Our Method and Direct Specularity Fitting Method --- p.29Chapter 4.1 --- Summary of direct specularity fitting method [9] --- p.29Chapter 4.2 --- Comparison results --- p.31Chapter 5 --- Reconstructing Multiple-Material Surfaces --- p.33Chapter 5.1 --- Multiple material results --- p.34Chapter 6 --- Conclusion --- p.38Bibliography --- p.39Chapter A --- Proof of Surface Normal Projecting to Gradient of Cast Shadow Boundary --- p.4

    Single-shot layered reflectance separation using a polarized light field camera

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    We present a novel computational photography technique for single shot separation of diffuse/specular reflectance as well as novel angular domain separation of layered reflectance. Our solution consists of a two-way polarized light field (TPLF) camera which simultaneously captures two orthogonal states of polarization. A single photograph of a subject acquired with the TPLF camera under polarized illumination then enables standard separation of diffuse (depolarizing) and polarization preserving specular reflectance using light field sampling. We further demonstrate that the acquired data also enables novel angular separation of layered reflectance including separation of specular reflectance and single scattering in the polarization preserving component, and separation of shallow scattering from deep scattering in the depolarizing component. We apply our approach for efficient acquisition of facial reflectance including diffuse and specular normal maps, and novel separation of photometric normals into layered reflectance normals for layered facial renderings. We demonstrate our proposed single shot layered reflectance separation to be comparable to an existing multi-shot technique that relies on structured lighting while achieving separation results under a variety of illumination conditions

    Review and Comparison of High-Dynamic Range Three-Dimensional Shape Measurement Techniques

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    In the last decade, a significant number of techniques for three-dimensional (3D) shape measurement have been proposed. There are a large number of measurement demands for metallic workpieces with shiny surfaces in industrial applications; however, such shiny surfaces cannot be directly measured using the conventional structured light method. Therefore, various techniques have been investigated to solve this problem over the last few years. Some reviews summarize the different 3D imaging techniques; however, no comprehensive review exists that provides an insight into high-dynamic range (HDR) 3D shape measurement techniques used for shiny surfaces. We present a survey of recent HDR techniques for the digitization of shiny surfaces and classify and discuss the advantages and drawbacks of different techniques with respect to each other

    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

    Unifying diffuse and specular reflections for the photometric stereo problem

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    This is the author accepted manuscript. The final version is available from IEEE via http://dx.doi.org/10.1109/WACV.2016.7477643After thirty years of researching, the photometric stereo technique for 3D shape recovery still does not provide reliable results if it is not constrained into very well-controlled scenarios. In fact, dealing with realistic materials and lightings yields a non-linear bidirectional reflectance distribution function which is primarily difficult to parametrize and then arduous to solve. With the aim to let the photometric stereo approach face more realistic assumptions, in this work we firstly introduce a unified irradiance equation describing both diffuse and specular reflection components in a general lighting setting. After that, we define a new equation we call unifying due to its basic features modeling the photometric stereo problem for heterogeneous materials. It is provided by making the ratio of irradiance equations holding both diffuse and specular reflections as well as non-linear light propagation features simultaneously. Performing a wide range of experiments, we show that this new approach overcomes state-of-the-art since it leads to a system of unifying equations which can be solved in a very robust manner using an efficient variational approach.Experimental setups were provided by Toulouse Tech Transfer, and this collaboration was funded by CNRS GdR 2286 (MIA)
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