895 research outputs found

    Deep Reflectance Maps

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    Undoing the image formation process and therefore decomposing appearance into its intrinsic properties is a challenging task due to the under-constraint nature of this inverse problem. While significant progress has been made on inferring shape, materials and illumination from images only, progress in an unconstrained setting is still limited. We propose a convolutional neural architecture to estimate reflectance maps of specular materials in natural lighting conditions. We achieve this in an end-to-end learning formulation that directly predicts a reflectance map from the image itself. We show how to improve estimates by facilitating additional supervision in an indirect scheme that first predicts surface orientation and afterwards predicts the reflectance map by a learning-based sparse data interpolation. In order to analyze performance on this difficult task, we propose a new challenge of Specular MAterials on SHapes with complex IllumiNation (SMASHINg) using both synthetic and real images. Furthermore, we show the application of our method to a range of image-based editing tasks on real images.Comment: project page: http://homes.esat.kuleuven.be/~krematas/DRM

    Calipso: Physics-based Image and Video Editing through CAD Model Proxies

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    We present Calipso, an interactive method for editing images and videos in a physically-coherent manner. Our main idea is to realize physics-based manipulations by running a full physics simulation on proxy geometries given by non-rigidly aligned CAD models. Running these simulations allows us to apply new, unseen forces to move or deform selected objects, change physical parameters such as mass or elasticity, or even add entire new objects that interact with the rest of the underlying scene. In Calipso, the user makes edits directly in 3D; these edits are processed by the simulation and then transfered to the target 2D content using shape-to-image correspondences in a photo-realistic rendering process. To align the CAD models, we introduce an efficient CAD-to-image alignment procedure that jointly minimizes for rigid and non-rigid alignment while preserving the high-level structure of the input shape. Moreover, the user can choose to exploit image flow to estimate scene motion, producing coherent physical behavior with ambient dynamics. We demonstrate Calipso's physics-based editing on a wide range of examples producing myriad physical behavior while preserving geometric and visual consistency.Comment: 11 page

    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

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsübergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches für übliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestützte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die Rücksichtnahme auf Details wie die Struktur des Ausgabegeräts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelöst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines Gebäudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omnipräsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler künstlerischer Kontrolle des finalen Bildinhalts geführt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die Beiträge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunächst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren für partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch Ansätze zum effektiven visuellen Verständnis der Lichtausbreitung, die eine lokale künstlerische Einflussnahme ermöglichen und gleichzeitig auf globaler Ebene konsistente und glaubwürdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle möglichen Lichtpfade einschließenden "Pfadraum" durchzuführen. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung für Filmproduktionen gelöst werden können

    The Impact of Surface Normals on Appearance

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    The appearance of an object is the result of complex light interaction with the object. Beyond the basic interplay between incident light and the object\u27s material, a multitude of physical events occur between this illumination and the microgeometry at the point of incidence, and also beneath the surface. A given object, made as smooth and opaque as possible, will have a completely different appearance if either one of these attributes - amount of surface mesostructure (small-scale surface orientation) or translucency - is altered. Indeed, while they are not always readily perceptible, the small-scale features of an object are as important to its appearance as its material properties. Moreover, surface mesostructure and translucency are inextricably linked in an overall effect on appearance. In this dissertation, we present several studies examining the importance of surface mesostructure (small-scale surface orientation) and translucency on an object\u27s appearance. First, we present an empirical study that establishes how poorly a mesostructure estimation technique can perform when translucent objects are used as input. We investigate the two major factors in determining an object\u27s translucency: mean free path and scattering albedo. We exhaustively vary the settings of these parameters within realistic bounds, examining the subsequent blurring effect on the output of a common shape estimation technique, photometric stereo. Based on our findings, we identify a dramatic effect that the input of a translucent material has on the quality of the resultant estimated mesostructure. In the next project, we discuss an optimization technique for both refining estimated surface orientation of translucent objects and determining the reflectance characteristics of the underlying material. For a globally planar object, we use simulation and real measurements to show that the blurring effect on normals that was observed in the previous study can be recovered. The key to this is the observation that the normalization factor for recovered normals is proportional to the error on the accuracy of the blur kernel created from estimated translucency parameters. Finally, we frame the study of the impact of surface normals in a practical, image-based context. We discuss our low-overhead, editing tool for natural images that enables the user to edit surface mesostructure while the system automatically updates the appearance in the natural image. Because a single photograph captures an instant of the incredibly complex interaction of light and an object, there is a wealth of information to extract from a photograph. Given a photograph of an object in natural lighting, we allow mesostructure edits and infer any missing reflectance information in a realistically plausible way

    Real-time Global Illumination Decomposition of Videos

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    We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting, or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively, and show improvements over the state of the art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination

    Appearance-design interfaces and tools for computer cinematography: Evaluation and application

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    We define appearance design as the creation and editing of scene content such as lighting and surface materials in computer graphics. The appearance design process takes a significant amount of time relative to other production tasks and poses difficult artistic challenges. Many user interfaces have been proposed to make appearance design faster, easier, and more expressive, but no formal validation of these interfaces had been published prior to our body of work. With a focus on novice users, we present a series of investigations into the strengths and weaknesses of various appearance design user interfaces. In particular, we develop an experimental methodology for the evaluation of representative user interface paradigms in the areas of lighting and material design. We conduct three user studies having subjects perform design tasks under controlled conditions. In these studies, we discover new insight into the effectiveness of each paradigm for novices measured by objective performance as well as subjective feedback. We also offer observations on common workflow and capabilities of novice users in these domains. We use the results of our lighting study to develop a new representation for artistic control of lighting, where light travels along nonlinear paths
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