41 research outputs found

    Refractive Index Dependent Bidirectional Scattering Distribution Functions

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    Wir untersuchen die Wirkung des Eintauchens von realen Materialien in Medien mit unterschiedlichem Brechindex. In der Theorie sollte das Reflektanz-Verhalten eines Materials, das in den umgebenden Medien mit unterschiedlichen Brechungsindizes eingetaucht wird,durch die Fresnel-Gleichungen vorhergesagt werden. Wie wir jedoch zeigen, folgt nur eine Unterklasse von Materialien diesem theoretischen Modell. In der Realität zeigen viele Materialien unerwartete Effekte wie stärker lokalisierte Highlights oder eine deutliche Zunahme von spekularer Reflexion durch Mikrogeometrie. In unseren Experimenten haben wir herausgefunden, dass diese Effekte ziemlich stark variieren, und keines der bestehenden BRDF-Modelle das realistisch wiedergeben. Wir schlagen ein neues, parametrisches Modell vor, dass den Brechungsindex berücksichtigt. Wir fitten unsere Messergebnisse an das Modell und erhalten so Parameter zur Beschreibung der Reflektanz verschiedener Medien.We investigate the effect of immersing real-world materials into media of different refractive indices. In theory, the reflective and transmissive behavior of a material that is immersed into surrounding media with different refractive indices should be predicted by the Fresnel equations. However, as we show, %\todo{Ivo}{} only a subclass of materials follows this theoretical model. In reality, many materials exhibit unexpected effects such as stronger localized highlights or a significant increase in the glossy reflection due to microgeometry. In our experiments we found that the variation of these effects can be quite strong, and none of the existing BRDF models realistically reproduce these effects seen in reality. We propose a new, parametric model that takes refractive index changes into account. We fit measurements of different materials and present results to demonstrate the importance of BRDF changes for submerged objects

    Acquisition, Modeling, and Augmentation of Reflectance for Synthetic Optical Flow Reference Data

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    This thesis is concerned with the acquisition, modeling, and augmentation of material reflectance to simulate high-fidelity synthetic data for computer vision tasks. The topic is covered in three chapters: I commence with exploring the upper limits of reflectance acquisition. I analyze state-of-the-art BTF reflectance field renderings and show that they can be applied to optical flow performance analysis with closely matching performance to real-world images. Next, I present two methods for fitting efficient BRDF reflectance models to measured BTF data. Both methods combined retain all relevant reflectance information as well as the surface normal details on a pixel level. I further show that the resulting synthesized images are suited for optical flow performance analysis, with a virtually identical performance for all material types. Finally, I present a novel method for augmenting real-world datasets with physically plausible precipitation effects, including ground surface wetting, water droplets on the windshield, and water spray and mists. This is achieved by projecting the realworld image data onto a reconstructed virtual scene, manipulating the scene and the surface reflectance, and performing unbiased light transport simulation of the precipitation effects

    Computational Light Transport for Forward and Inverse Problems.

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    El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingeniería y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación física y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin línea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /

    Practical acquisition and rendering of diffraction effects in surface reflectance

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    We propose two novel contributions for measurement based rendering of diffraction effects in surface reflectance of planar homogeneous diffractive materials. As a general solution for commonly manufactured materials, we propose a practical data-driven rendering technique and a measurement approach to efficiently render complex diffraction effects in real-time. Our measurement step simply involves photographing a planar diffractive sam- ple illuminated with an LED flash. Here, we directly record the resultant diffraction pattern on the sample surface due to a narrow band point source illumination. Furthermore, we propose an efficient rendering method that exploits the measurement in conjunction with the Huygens-Fresnel principle to fit relevant diffraction parameters based on a first order approximation. Our proposed data-driven rendering method requires the precomputation of a single diffraction look up table for accurate spectral rendering of com- plex diffraction effects. Secondly, for sharp specular samples, we propose a novel method for practical measurement of the underlying diffraction grating using out-of-focus “bokeh” photography of the specular highlight. We demonstrate how the measured bokeh can be employed as a height field to drive a diffraction shader based on a first order approximation for efficient real-time rendering. Finally, we also drive analytic solutions for a few special cases of diffraction from our measurements and demonstrate realistic rendering results under complex light sources and environments

    The Appearance of Platelet-Polymer Composite Coatings: Microstructural Characterization, Hybrid Modeling, and Predictive Design.

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    The appearance of a platelet-containing polymer composite coating is governed by the microstructure and optical properties included scattering particles and platelets. Many models attempt to predict the coating's appearance, but do not utilize the complete 3D-microstructure, reducing their predictive utility. In this thesis, laser scanning confocal microscopy was used to measure the effect of platelet orientation on angle-dependent lightness, and quantify the spacing between platelets, from which a new microstructural property, the gap factor, was determined. The gap factor is a measure of the average gap size between platelets per unit material surface length. It ranged from 0 to 2 for the systems studied in this thesis. An increase in gap factor of about 0.1, keeping the orientation similar, reduced the near-specular lightness of the physical samples by more than 20%. A 3D hybrid-simulation was created using wave-optics to simulate the bidirectional-reflection-distribution-function (BRDF) for individual platelets. This was combined with ray-tracing to quantify the scattering behavior of a platelet array. This model more accurately predicted the lightness of a silver paint sample than an orientation-based microfacet-model, and was used to study how the surface roughness of the platelets influences lightness. The lightness at 15 degrees off-specular was about 130 when the root-mean square of the amplitude of the roughness, sigma(RMS), was much less than the wavelength of light. Lightness reduced to about 80 when sigma(RMS) was about equal to the wavelength of light. This effect of sigma(RMS) on lightness was found to be more significant with decreases in the roughness correlation length. The hybrid model was also used to study how width, thickness, and volume concentration of the platelets change the near-specular and backscattered lightness. The observed reduction in near-specular lightness with gap factor was verified. However, the resultant 2nd-order exponential decay was weaker than observed. This was attributed wave-scattering by faces and edges, behavior not included in the current model, but may be added in the future. This hybrid model can be used in the future to design unique microstructures to produce new and novel visual or functional effects using manufacturing techniques such as 3D-printing.PhDMaterials Science and EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/133404/1/cseubert_1.pd

    A Multispectral Bidirectional Reflectance Distribution Function Study of Human Skin for Improved Dismount Detection

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    In 2008, the Sensors Exploitation Research Group at the Air Force Institute of Technology began using spectral properties of skin for the detection and classification of humans. Since then a multispectral skin detection system was developed to exploit the optical properties of human skin at wavelengths in the visible and near infrared region of the electromagnetic spectrum. A rules-based detector, analyzing an image spectrally, currently bases its skin pixel selection criteria on a diffuse skin reflectance model. However, when observing skin in direct view of the sun, a glint of light off skin is common and indicates specularity. The areas of skin with a high degree of specular reflectance, results in misdetections. We show that skin is characterized by diffuse and specular reflectance, with both components dependent on the scene configuration. While we cannot always rely on the person to directly face the camera or have constant illumination conditions, it is important to have flexibility with the rules-based detector as the scene changes. Our research better characterizes skin reflectance as a function of source and detector angular locations to improve on the rules-based detector

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Toward a Perceptually-relevant Theory of Appearance

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    Two approaches are commonly employed in Computer Graphics to design and adjust the appearance of objects in a scene. A full 3D environment may be created, through geometrical, material and lighting modeling, then rendered using a simulation of light transport; appearance is then controlled in ways similar to photography. A radically different approach consists in providing 2D digital drawing tools to an artist, whom with enough talent and time will be able to create images of objects having the desired appearance; this is obviously strongly similar to what traditional artists do, with the computer being a mere modern drawing tool.In this document, I present research projects that have investigated a third approach, whereby pictorial elements of appearance are explicitly manipulated by an artist. On the one side, such an alternative approach offers a direct control over appearance, with novel applications in vector drawing, scientific illustration, special effects and video games. On the other side, it provides an modern method for putting our current knowledge of the perception of appearance to the test, as well as to suggest new models for human vision along the way
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