109 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

    Scalable, Detailed and Mask-Free Universal Photometric Stereo

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    In this paper, we introduce SDM-UniPS, a groundbreaking Scalable, Detailed, Mask-free, and Universal Photometric Stereo network. Our approach can recover astonishingly intricate surface normal maps, rivaling the quality of 3D scanners, even when images are captured under unknown, spatially-varying lighting conditions in uncontrolled environments. We have extended previous universal photometric stereo networks to extract spatial-light features, utilizing all available information in high-resolution input images and accounting for non-local interactions among surface points. Moreover, we present a new synthetic training dataset that encompasses a diverse range of shapes, materials, and illumination scenarios found in real-world scenes. Through extensive evaluation, we demonstrate that our method not only surpasses calibrated, lighting-specific techniques on public benchmarks, but also excels with a significantly smaller number of input images even without object masks.Comment: CVPR 2023 (Highlight). The source code will be available at https://github.com/satoshi-ikehata/SDM-UniPS-CVPR202

    A efficient and practical 3D face scanner using near infrared and visible photometric stereo

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    AbstractThis paper is concerned with the acquisition of model data for automatic 3D face recognition applications. As 3D methods become progressively more popular in face recognition research, the need for fast and accurate data capture has become crucial. This paper is motivated by this need and offers three primary contributions. Firstly, the paper demonstrates that four-source photometric stereo offers a potential means for data capture that is computationally nd financially viable and easily deployable in commercial settings. We have shown that both visible light and less ntrusive near infrared light is suitable for facial illumination. The second contribution is a detailed set of experimental esults that compare the accuracy of the device to ground truth, which was captured using a commercial projected pattern range finder. Importantly, we show that not only is near infrared light a valid alternative to the more commonly xploited visible light, but that it actually gives more accurate reconstructions. Finally, we assess the validity of the Lambertian assumption on skin reflectance data and show that better results may be obtained by incorporating more dvanced reflectance functions, such as the Oren–Nayar model

    One Colored Image Based 2.5d Human Face Reconstruction

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    2.5D human face is illumination invariant which has a great advantage in face recognition. However, the existing method are linear based and capturing a 2.5D human face involves multi images from the same view point which is impractical in reality. This paper introduces a new nonlinear method for normal Surveillance camera to capture a 2.5D human face data. Only a single image is needed during capturing process by using RGB light sources. The illumination is separated from 2D images by applying ICA (Independent component analysis) method. A nonlinear statistical reflection model is developed through the nonlinear ICA algorithm to compensate nonlinear distortions during image capturing process. The proposed algorithm has achieved excellent features in separating the illumination which yielded very high accuracy of 2.5D human face data recovery

    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

    Surface reconstruction of a blast plate using stereo vision

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    Includes bibliographical references.This thesis presents method for reconstructing and measuring the profile of a blast metal plate. Among the many methods in computer vision, stereo vision using two cameras is chosen as the range finding method in this thesis. This is because it is a non-contact method and hence eliminates the need to calibrate moving parts. A stereo-rig consists of two calibrated cameras and hence gives two view geometry. Stereoscopic reconstruction relies on epipolar geometry to constrain the relationship between the views. The 3-D point is then estimated using triangulation of the corresponding points from the two views. The blast plates that are reconstructed have highly reflective surfaces. This causes a problem due to specular reflection. This thesis further studies the reflective properties of the metal plate surface. Different methods of scanning the plate using the stereo-rig are investigated. The reconstructions obtained from these methods are analyzed for accuracy and consistency. Since low cost cameras are used in constructing the stereo-rig, the point cloud data obtained is further investigated for consistency by aligning different instances of the reconstruction. This is done using the Iterative Closest Programme (ICP) algorithm which tries to align two sets of data iteratively

    Phenomenological modeling of image irradiance for non-Lambertian surfaces under natural illumination.

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    Various vision tasks are usually confronted by appearance variations due to changes of illumination. For instance, in a recognition system, it has been shown that the variability in human face appearance is owed to changes to lighting conditions rather than person\u27s identity. Theoretically, due to the arbitrariness of the lighting function, the space of all possible images of a fixed-pose object under all possible illumination conditions is infinite dimensional. Nonetheless, it has been proven that the set of images of a convex Lambertian surface under distant illumination lies near a low dimensional linear subspace. This result was also extended to include non-Lambertian objects with non-convex geometry. As such, vision applications, concerned with the recovery of illumination, reflectance or surface geometry from images, would benefit from a low-dimensional generative model which captures appearance variations w.r.t. illumination conditions and surface reflectance properties. This enables the formulation of such inverse problems as parameter estimation. Typically, subspace construction boils to performing a dimensionality reduction scheme, e.g. Principal Component Analysis (PCA), on a large set of (real/synthesized) images of object(s) of interest with fixed pose but different illumination conditions. However, this approach has two major problems. First, the acquired/rendered image ensemble should be statistically significant vis-a-vis capturing the full behavior of the sources of variations that is of interest, in particular illumination and reflectance. Second, the curse of dimensionality hinders numerical methods such as Singular Value Decomposition (SVD) which becomes intractable especially with large number of large-sized realizations in the image ensemble. One way to bypass the need of large image ensemble is to construct appearance subspaces using phenomenological models which capture appearance variations through mathematical abstraction of the reflection process. In particular, the harmonic expansion of the image irradiance equation can be used to derive an analytic subspace to represent images under fixed pose but different illumination conditions where the image irradiance equation has been formulated in a convolution framework. Due to their low-frequency nature, irradiance signals can be represented using low-order basis functions, where Spherical Harmonics (SH) has been extensively adopted. Typically, an ideal solution to the image irradiance (appearance) modeling problem should be able to incorporate complex illumination, cast shadows as well as realistic surface reflectance properties, while moving away from the simplifying assumptions of Lambertian reflectance and single-source distant illumination. By handling arbitrary complex illumination and non-Lambertian reflectance, the appearance model proposed in this dissertation moves the state of the art closer to the ideal solution. This work primarily addresses the geometrical compliance of the hemispherical basis for representing surface reflectance while presenting a compact, yet accurate representation for arbitrary materials. To maintain the plausibility of the resulting appearance, the proposed basis is constructed in a manner that satisfies the Helmholtz reciprocity property while avoiding high computational complexity. It is believed that having the illumination and surface reflectance represented in the spherical and hemispherical domains respectively, while complying with the physical properties of the surface reflectance would provide better approximation accuracy of image irradiance when compared to the representation in the spherical domain. Discounting subsurface scattering and surface emittance, this work proposes a surface reflectance basis, based on hemispherical harmonics (HSH), defined on the Cartesian product of the incoming and outgoing local hemispheres (i.e. w.r.t. surface points). This basis obeys physical properties of surface reflectance involving reciprocity and energy conservation. The basis functions are validated using analytical reflectance models as well as scattered reflectance measurements which might violate the Helmholtz reciprocity property (this can be filtered out through the process of projecting them on the subspace spanned by the proposed basis, where the reciprocity property is preserved in the least-squares sense). The image formation process of isotropic surfaces under arbitrary distant illumination is also formulated in the frequency space where the orthogonality relation between illumination and reflectance bases is encoded in what is termed as irradiance harmonics. Such harmonics decouple the effect of illumination and reflectance from the underlying pose and geometry. Further, a bilinear approach to analytically construct irradiance subspace is proposed in order to tackle the inherent problem of small-sample-size and curse of dimensionality. The process of finding the analytic subspace is posed as establishing a relation between its principal components and that of the irradiance harmonics basis functions. It is also shown how to incorporate prior information about natural illumination and real-world surface reflectance characteristics in order to capture the full behavior of complex illumination and non-Lambertian reflectance. The use of the presented theoretical framework to develop practical algorithms for shape recovery is further presented where the hitherto assumed Lambertian assumption is relaxed. With a single image of unknown general illumination, the underlying geometrical structure can be recovered while accounting explicitly for object reflectance characteristics (e.g. human skin types for facial images and teeth reflectance for human jaw reconstruction) as well as complex illumination conditions. Experiments on synthetic and real images illustrate the robustness of the proposed appearance model vis-a-vis illumination variation. Keywords: computer vision, computer graphics, shading, illumination modeling, reflectance representation, image irradiance, frequency space representations, {hemi)spherical harmonics, analytic bilinear PCA, model-based bilinear PCA, 3D shape reconstruction, statistical shape from shading

    NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination

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    Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Comment: Accepted in CVPR 202

    Material Recognition Meets 3D Reconstruction : Novel Tools for Efficient, Automatic Acquisition Systems

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    For decades, the accurate acquisition of geometry and reflectance properties has represented one of the major objectives in computer vision and computer graphics with many applications in industry, entertainment and cultural heritage. Reproducing even the finest details of surface geometry and surface reflectance has become a ubiquitous prerequisite in visual prototyping, advertisement or digital preservation of objects. However, today's acquisition methods are typically designed for only a rather small range of material types. Furthermore, there is still a lack of accurate reconstruction methods for objects with a more complex surface reflectance behavior beyond diffuse reflectance. In addition to accurate acquisition techniques, the demand for creating large quantities of digital contents also pushes the focus towards fully automatic and highly efficient solutions that allow for masses of objects to be acquired as fast as possible. This thesis is dedicated to the investigation of basic components that allow an efficient, automatic acquisition process. We argue that such an efficient, automatic acquisition can be realized when material recognition "meets" 3D reconstruction and we will demonstrate that reliably recognizing the materials of the considered object allows a more efficient geometry acquisition. Therefore, the main objectives of this thesis are given by the development of novel, robust geometry acquisition techniques for surface materials beyond diffuse surface reflectance, and the development of novel, robust techniques for material recognition. In the context of 3D geometry acquisition, we introduce an improvement of structured light systems, which are capable of robustly acquiring objects ranging from diffuse surface reflectance to even specular surface reflectance with a sufficient diffuse component. We demonstrate that the resolution of the reconstruction can be increased significantly for multi-camera, multi-projector structured light systems by using overlappings of patterns that have been projected under different projector poses. As the reconstructions obtained by applying such triangulation-based techniques still contain high-frequency noise due to inaccurately localized correspondences established for images acquired under different viewpoints, we furthermore introduce a novel geometry acquisition technique that complements the structured light system with additional photometric normals and results in significantly more accurate reconstructions. In addition, we also present a novel method to acquire the 3D shape of mirroring objects with complex surface geometry. The aforementioned investigations on 3D reconstruction are accompanied by the development of novel tools for reliable material recognition which can be used in an initial step to recognize the present surface materials and, hence, to efficiently select the subsequently applied appropriate acquisition techniques based on these classified materials. In the scope of this thesis, we therefore focus on material recognition for scenarios with controlled illumination as given in lab environments as well as scenarios with natural illumination that are given in photographs of typical daily life scenes. Finally, based on the techniques developed in this thesis, we provide novel concepts towards efficient, automatic acquisition systems
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