93,776 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
A framework for realistic 3D tele-immersion
Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems
Importance driven environment map sampling
In this paper we present an automatic and efficient method for supporting Image Based Lighting (IBL) for bidirectional methods which improves both the sampling of the environment, and the detection and sampling of important regions of the scene, such as windows and doors. These often have a small area proportional to that of the entire scene, so paths which pass through them are generated with a low probability. The method proposed in this paper improves this by taking into account view importance, and modifies the lighting distribution to use light transport information. This also automatically constructs a sampling distribution in locations which are relevant to the camera position, thereby improving sampling. Results are presented when our method is applied to bidirectional rendering techniques, in particular we show results for Bidirectional Path Tracing, Metropolis Light Transport and Progressive Photon Mapping. Efficiency results demonstrate speed up of orders of magnitude (depending on the rendering method used), when compared to other methods
What Is Around The Camera?
How much does a single image reveal about the environment it was taken in? In
this paper, we investigate how much of that information can be retrieved from a
foreground object, combined with the background (i.e. the visible part of the
environment). Assuming it is not perfectly diffuse, the foreground object acts
as a complexly shaped and far-from-perfect mirror. An additional challenge is
that its appearance confounds the light coming from the environment with the
unknown materials it is made of. We propose a learning-based approach to
predict the environment from multiple reflectance maps that are computed from
approximate surface normals. The proposed method allows us to jointly model the
statistics of environments and material properties. We train our system from
synthesized training data, but demonstrate its applicability to real-world
data. Interestingly, our analysis shows that the information obtained from
objects made out of multiple materials often is complementary and leads to
better performance.Comment: Accepted to ICCV. Project:
http://homes.esat.kuleuven.be/~sgeorgou/multinatillum
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