21 research outputs found

    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

    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

    Surface Appearance Estimation from Video Sequences

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    The realistic virtual reproduction of real world objects using Computer Graphics techniques requires the accurate acquisition and reconstruction of both 3D geometry and surface appearance. Unfortunately, in several application contexts, such as Cultural Heritage (CH), the reflectance acquisition can be very challenging due to the type of object to acquire and the digitization conditions. Although several methods have been proposed for the acquisition of object reflectance, some intrinsic limitations still make its acquisition a complex task for CH artworks: the use of specialized instruments (dome, special setup for camera and light source, etc.); the need of highly controlled acquisition environments, such as a dark room; the difficulty to extend to objects of arbitrary shape and size; the high level of expertise required to assess the quality of the acquisition. The Ph.D. thesis proposes novel solutions for the acquisition and the estimation of the surface appearance in fixed and uncontrolled lighting conditions with several degree of approximations (from a perceived near diffuse color to a SVBRDF), taking advantage of the main features that differentiate a video sequences from an unordered photos collections: the temporal coherence; the data redundancy; the easy of the acquisition, which allows acquisition of many views of the object in a short time. Finally, Reflectance Transformation Imaging (RTI) is an example of widely used technology for the acquisition of the surface appearance in the CH field, even if limited to single view Reflectance Fields of nearly flat objects. In this context, the thesis addresses also two important issues in RTI usage: how to provide better and more flexible virtual inspection capabilities with a set of operators that improve the perception of details, features and overall shape of the artwork; how to increase the possibility to disseminate this data and to support remote visual inspection of both scholar and ordinary public

    Advanced methods for relightable scene representations in image space

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    The realistic reproduction of visual appearance of real-world objects requires accurate computer graphics models that describe the optical interaction of a scene with its surroundings. Data-driven approaches that model the scene globally as a reflectance field function in eight parameters deliver high quality and work for most material combinations, but are costly to acquire and store. Image-space relighting, which constrains the application to create photos with a virtual, fix camera in freely chosen illumination, requires only a 4D data structure to provide full fidelity. This thesis contributes to image-space relighting on four accounts: (1) We investigate the acquisition of 4D reflectance fields in the context of sampling and propose a practical setup for pre-filtering of reflectance data during recording, and apply it in an adaptive sampling scheme. (2) We introduce a feature-driven image synthesis algorithm for the interpolation of coarsely sampled reflectance data in software to achieve highly realistic images. (3) We propose an implicit reflectance data representation, which uses a Bayesian approach to relight complex scenes from the example of much simpler reference objects. (4) Finally, we construct novel, passive devices out of optical components that render reflectance field data in real-time, shaping the incident illumination into the desired imageDie realistische Wiedergabe der visuellen Erscheinung einer realen Szene setzt genaue Modelle aus der Computergraphik für die Interaktion der Szene mit ihrer Umgebung voraus. Globale Ansätze, die das Verhalten der Szene insgesamt als Reflektanzfeldfunktion in acht Parametern modellieren, liefern hohe Qualität für viele Materialtypen, sind aber teuer aufzuzeichnen und zu speichern. Verfahren zur Neubeleuchtung im Bildraum schränken die Anwendbarkeit auf fest gewählte Kameras ein, ermöglichen aber die freie Wahl der Beleuchtung, und erfordern dadurch lediglich eine 4D - Datenstruktur für volle Wiedergabetreue. Diese Arbeit enthält vier Beiträge zu diesem Thema: (1) wir untersuchen die Aufzeichnung von 4D Reflektanzfeldern im Kontext der Abtasttheorie und schlagen einen praktischen Aufbau vor, der Reflektanzdaten bereits während der Messung vorfiltert. Wir verwenden ihn in einem adaptiven Abtastschema. (2) Wir führen einen merkmalgesteuerten Bildsynthesealgorithmus für die Interpolation von grob abgetasteten Reflektanzdaten ein. (3) Wir schlagen eine implizite Beschreibung von Reflektanzdaten vor, die mit einem Bayesschen Ansatz komplexe Szenen anhand des Beispiels eines viel einfacheren Referenzobjektes neu beleuchtet. (4) Unter der Verwendung optischer Komponenten schaffen wir passive Aufbauten zur Darstellung von Reflektanzfeldern in Echtzeit, indem wir einfallende Beleuchtung direkt in das gewünschte Bild umwandeln

    Differentiable Display Photometric Stereo

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    Photometric stereo leverages variations in illumination conditions to reconstruct per-pixel surface normals. The concept of display photometric stereo, which employs a conventional monitor as an illumination source, has the potential to overcome limitations often encountered in bulky and difficult-to-use conventional setups. In this paper, we introduce Differentiable Display Photometric Stereo (DDPS), a method designed to achieve high-fidelity normal reconstruction using an off-the-shelf monitor and camera. DDPS addresses a critical yet often neglected challenge in photometric stereo: the optimization of display patterns for enhanced normal reconstruction. We present a differentiable framework that couples basis-illumination image formation with a photometric-stereo reconstruction method. This facilitates the learning of display patterns that leads to high-quality normal reconstruction through automatic differentiation. Addressing the synthetic-real domain gap inherent in end-to-end optimization, we propose the use of a real-world photometric-stereo training dataset composed of 3D-printed objects. Moreover, to reduce the ill-posed nature of photometric stereo, we exploit the linearly polarized light emitted from the monitor to optically separate diffuse and specular reflections in the captured images. We demonstrate that DDPS allows for learning display patterns optimized for a target configuration and is robust to initialization. We assess DDPS on 3D-printed objects with ground-truth normals and diverse real-world objects, validating that DDPS enables effective photometric-stereo reconstruction

    Image based surface reflectance remapping for consistent and tool independent material appearence

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    Physically-based rendering in Computer Graphics requires the knowledge of material properties other than 3D shapes, textures and colors, in order to solve the rendering equation. A number of material models have been developed, since no model is currently able to reproduce the full range of available materials. Although only few material models have been widely adopted in current rendering systems, the lack of standardisation causes several issues in the 3D modelling workflow, leading to a heavy tool dependency of material appearance. In industry, final decisions about products are often based on a virtual prototype, a crucial step for the production pipeline, usually developed by a collaborations among several departments, which exchange data. Unfortunately, exchanged data often tends to differ from the original, when imported into a different application. As a result, delivering consistent visual results requires time, labour and computational cost. This thesis begins with an examination of the current state of the art in material appearance representation and capture, in order to identify a suitable strategy to tackle material appearance consistency. Automatic solutions to this problem are suggested in this work, accounting for the constraints of real-world scenarios, where the only available information is a reference rendering and the renderer used to obtain it, with no access to the implementation of the shaders. In particular, two image-based frameworks are proposed, working under these constraints. The first one, validated by means of perceptual studies, is aimed to the remapping of BRDF parameters and useful when the parameters used for the reference rendering are available. The second one provides consistent material appearance across different renderers, even when the parameters used for the reference are unknown. It allows the selection of an arbitrary reference rendering tool, and manipulates the output of other renderers in order to be consistent with the reference

    On Practical Sampling of Bidirectional Reflectance

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    Computational Imaging for Shape Understanding

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    Geometry is the essential property of real-world scenes. Understanding the shape of the object is critical to many computer vision applications. In this dissertation, we explore using computational imaging approaches to recover the geometry of real-world scenes. Computational imaging is an emerging technique that uses the co-designs of image hardware and computational software to expand the capacity of traditional cameras. To tackle face recognition in the uncontrolled environment, we study 2D color image and 3D shape to deal with body movement and self-occlusion. Especially, we use multiple RGB-D cameras to fuse the varying pose and register the front face in a unified coordinate system. The deep color feature and geodesic distance feature have been used to complete face recognition. To handle the underwater image application, we study the angular-spatial encoding and polarization state encoding of light rays using computational imaging devices. Specifically, we use the light field camera to tackle the challenging problem of underwater 3D reconstruction. We leverage the angular sampling of the light field for robust depth estimation. We also develop a fast ray marching algorithm to improve the efficiency of the algorithm. To deal with arbitrary reflectance, we investigate polarimetric imaging and develop polarimetric Helmholtz stereopsis that uses reciprocal polarimetric image pairs for high-fidelity 3D surface reconstruction. We formulate new reciprocity and diffuse/specular polarimetric constraints to recover surface depths and normals using an optimization framework. To recover the 3D shape in the unknown and uncontrolled natural illumination, we use two circularly polarized spotlights to boost the polarization cues corrupted by the environment lighting, as well as to provide photometric cues. To mitigate the effect of uncontrolled environment light in photometric constraints, we estimate a lighting proxy map and iteratively refine the normal and lighting estimation. Through expensive experiments on the simulated and real images, we demonstrate that our proposed computational imaging methods outperform traditional imaging approaches

    Automatic Reconstruction of Textured 3D Models

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    Three dimensional modeling and visualization of environments is an increasingly important problem. This work addresses the problem of automatic 3D reconstruction and we present a system for unsupervised reconstruction of textured 3D models in the context of modeling indoor environments. We present solutions to all aspects of the modeling process and an integrated system for the automatic creation of large scale 3D models
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