24 research outputs found

    Transfer of albedo and local depth variation to photo-textures

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    Acquisition of displacement and albedo maps for full building façades is a difficult problem and traditionally achieved through a labor intensive artistic process. In this paper, we present a material appearance transfer method, Transfer by Analogy, designed to infer surface detail and diffuse reflectance for textured surfaces like the present in building façades. We begin by acquiring small exemplars (displacement and albedo maps), in accessible areas, where capture conditions can be controlled. We then transfer these properties to a complete phototexture constructed from reference images and captured under diffuse daylight illumination. Our approach allows super-resolution inference of albedo and displacement from information in the photo-texture. When transferring appearance from multiple exemplars to façades containing multiple materials, our approach also sidesteps the need for segmentation. We show how we use these methods to create relightable models with a high degree of texture detail, reproducing the visually rich self-shadowing effects that would normally be difficult to capture using just simple consumer equipment. Copyright © 2012 by the Association for Computing Machinery, Inc

    Surface analysis and visualization from multi-light image collections

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    Multi-Light Image Collections (MLICs) are stacks of photos of a scene acquired with a fixed viewpoint and a varying surface illumination that provides large amounts of visual and geometric information. Over the last decades, a wide variety of methods have been devised to extract information from MLICs and have shown its use in different application domains to support daily activities. In this thesis, we present methods that leverage a MLICs for surface analysis and visualization. First, we provide background information: acquisition setup, light calibration and application areas where MLICs have been successfully used for the research of daily analysis work. Following, we discuss the use of MLIC for surface visualization and analysis and available tools used to support the analysis. Here, we discuss methods that strive to support the direct exploration of the captured MLIC, methods that generate relightable models from MLIC, non-photorealistic visualization methods that rely on MLIC, methods that estimate normal map from MLIC and we point out visualization tools used to do MLIC analysis. In chapter 3 we propose novel benchmark datasets (RealRTI, SynthRTI and SynthPS) that can be used to evaluate algorithms that rely on MLIC and discusses available benchmark for validation of photometric algorithms that can be also used to validate other MLIC-based algorithms. In chapter 4, we evaluate the performance of different photometric stereo algorithms using SynthPS for cultural heritage applications. RealRTI and SynthRTI have been used to evaluate the performance of (Neural)RTI method. Then, in chapter 5, we present a neural network-based RTI method, aka NeuralRTI, a framework for pixel-based encoding and relighting of RTI data. In this method using a simple autoencoder architecture, we show that it is possible to obtain a highly compressed representation that better preserves the original information and provides increased quality of virtual images relighted from novel directions, particularly in the case of challenging glossy materials. Finally, in chapter 6, we present a method for the detection of crack on the surface of paintings from multi-light image acquisitions and that can be used as well on single images and conclude our presentation

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    Neural representations for object capture and rendering

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    Photometric stereo is a classical computer vision problem with applications ranging from gaming, VR/AR avatars to movie visual effects which requires a faithful reconstruction of an object in a new space, and thus, there is a need to thoroughly understand the object’s visual properties. With the advent of Neural Radiance Fields (NeRFs) in the early 2020s, we witnessed the incredible photorealism provided by the method and its potential beyond. However, original NeRFs do not provide any information about the material and lighting of the objects in focus. Therefore, we propose to tackle the multiview photometric stereo problem using an extension of NeRFs. We provide three novel contributions through this work. First, the Relightable NeRF model, an extension of the original NeRF, where appearance is conditioned on a point light source direction. It provides two use cases - it is able to learn from varying lighting and relight under arbitrary conditions. Second, the Neural BRDF Fields which extends the relightable NeRF by introducing explicit models for surface reflectance and shadowing. The parameters of the BRDF are learnable as a neural field, enabling spatially varying reflectance. The local surface normal direction as another neural field is learned as well. We experiment with both a fixed BRDF (Lambertian) and a learnable (i.e. neural) reflectance model which guarantees a realistic BRDF by tieing the neural network to BRDF physical properties. In addition, it learns local shadowing as a function of light source direction enabling the reconstruction of cast shadows. Finally, the Neural Implicit Fields for Merging Monocular Photometric Stereo switches from NeRF’s volume density function to a signed distance function representation. This provides a straightforward means to compute the surface normal direction and, thus, ties normal-based losses directly to the geometry. We use this representation to address the problem of merging the output of monocular photometric stereo methods into a single unified model: a neural SDF and a neural field capturing diffuse albedo from which we can extract a textured mesh

    Modelling appearance and geometry from images

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    Acquisition of realistic and relightable 3D models of large outdoor structures, such as buildings, requires the modelling of detailed geometry and visual appearance. Recovering these material characteristics can be very time consuming and needs specially dedicated equipment. Alternatively, surface detail can be conveyed by textures recovered from images, whose appearance is only valid under the originally photographed viewing and lighting conditions. Methods to easily capture locally detailed geometry, such as cracks in stone walls, and visual appearance require control of lighting conditions, which are usually restricted to small portions of surfaces captured at close range.This thesis investigates the acquisition of high-quality models from images, using simple photographic equipment and modest user intervention. The main focus of this investigation is on approximating detailed local depth information and visual appearance, obtained using a new image-based approach, and combining this with gross-scale 3D geometry. This is achieved by capturing these surface characteristics in small accessible regions and transferring them to the complete façade. This approach yields high-quality models, imparting the illusion of measured reflectance. In this thesis, we first present two novel algorithms for surface detail and visual appearance transfer, where these material properties are captured for small exemplars, using an image-based technique. Second, we develop an interactive solution to solve the problems of performing the transfer over both a large change in scale and to the different materials contained in a complete façade. Aiming to completely automate this process, a novel algorithm to differentiate between materials in the façade and associate them with the correct exemplars is introduced with promising results. Third, we present a new method for texture reconstruction from multiple images that optimises texture quality, by choosing the best view for every point and minimising seams. Material properties are transferred from the exemplars to the texture map, approximating reflectance and meso-structure. The combination of these techniques results in a complete working system capable of producing realistic relightable models of full building façades, containing high-resolution geometry and plausible visual appearance.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Neural Reflectance Decomposition

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    Die Erstellung von fotorealistischen Modellen von Objekten aus Bildern oder Bildersammlungen ist eine grundlegende Herausforderung in der Computer Vision und Grafik. Dieses Problem wird auch als inverses Rendering bezeichnet. Eine der größten Herausforderungen bei dieser Aufgabe ist die vielfältige Ambiguität. Der Prozess Bilder aus 3D-Objekten zu erzeugen wird Rendering genannt. Allerdings beeinflussen sich mehrere Eigenschaften wie Form, Beleuchtung und die Reflektivität der Oberfläche gegenseitig. Zusätzlich wird eine Integration dieser Einflüsse durchgeführt, um das endgültige Bild zu erzeugen. Die Umkehrung dieser integrierten Abhängigkeiten ist eine äußerst schwierige und mehrdeutige Aufgabenstellung. Die Lösung dieser Aufgabe ist jedoch von entscheidender Bedeutung, da die automatisierte Erstellung solcher wieder beleuchtbaren Objekte verschiedene Anwendungen in den Bereichen Online-Shopping, Augmented Reality (AR), Virtual Reality (VR), Spiele oder Filme hat. In dieser Arbeit werden zwei Ansätze zur Lösung dieser Aufgabe beschrieben. Erstens wird eine Netzwerkarchitektur vorgestellt, die die Erfassung eines Objekts und dessen Materialien von zwei Aufnahmen ermöglicht. Der Grad der Blicksynthese von diesen Objekten ist jedoch begrenzt, da bei der Dekomposition nur eine einzige Perspektive verwendet wird. Daher wird eine zweite Reihe von Ansätzen vorgeschlagen, bei denen eine Sammlung von 360 Grad verteilten Bildern in die Form, Reflektanz und Beleuchtung gespalten werden. Diese Multi-View-Bilder werden pro Objekt optimiert. Das resultierende Objekt kann direkt in handelsüblicher Rendering-Software oder in Spielen verwendet werden. Wir erreichen dies, indem wir die aktuelle Forschung zu neuronalen Feldern erweitern Reflektanz zu speichern. Durch den Einsatz von Volumen-Rendering-Techniken können wir ein Reflektanzfeld aus natürlichen Bildsammlungen ohne jegliche Ground Truth (GT) Überwachung optimieren. Die von uns vorgeschlagenen Methoden erreichen eine erstklassige Qualität der Dekomposition und ermöglichen neuartige Aufnahmesituationen, in denen sich Objekte unter verschiedenen Beleuchtungsbedingungen oder an verschiedenen Orten befinden können, was üblich für Online-Bildsammlungen ist.Creating relightable objects from images or collections is a fundamental challenge in computer vision and graphics. This problem is also known as inverse rendering. One of the main challenges in this task is the high ambiguity. The creation of images from 3D objects is well defined as rendering. However, multiple properties such as shape, illumination, and surface reflectiveness influence each other. Additionally, an integration of these influences is performed to form the final image. Reversing these integrated dependencies is highly ill-posed and ambiguous. However, solving the task is essential, as automated creation of relightable objects has various applications in online shopping, augmented reality (AR), virtual reality (VR), games, or movies. In this thesis, we propose two approaches to solve this task. First, a network architecture is discussed, which generalizes the decomposition of a two-shot capture of an object from large training datasets. The degree of novel view synthesis is limited as only a singular perspective is used in the decomposition. Therefore, the second set of approaches is proposed, which decomposes a set of 360-degree images. These multi-view images are optimized per object, and the result can be directly used in standard rendering software or games. We achieve this by extending recent research on Neural Fields, which can store information in a 3D neural volume. Leveraging volume rendering techniques, we can optimize a reflectance field from in-the-wild image collections without any ground truth (GT) supervision. Our proposed methods achieve state-of-the-art decomposition quality and enable novel capture setups where objects can be under varying illumination or in different locations, which is typical for online image collections

    Architectural visualisation toolkit for 3D Studio Max users

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    Architectural Visualisation has become a vital part of the design process for architects and engineers. The process of modelling and rendering an architectural visualisation can be complex and time consuming with only a few tools available to assist novice modellers. This paper looks at available solutions for visualisation specialists including AutoCAD, 3D Studio Max and Google SketchUp as well as available solutions which attempt to automate the process including Batzal Roof Designer. This thesis details a new program which has been developed to automate the modelling and rendering of the architectural visualisation process. The tool created for this thesis is written in MAXScript and runs along side 3D Studio Max. N.B.: Audio files were attached to this thesis at the time of its submission. Please refer to the author for further details

    NeRFs: The Search for the Best 3D Representation

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    Neural Radiance Fields or NeRFs have become the representation of choice for problems in view synthesis or image-based rendering, as well as in many other applications across computer graphics and vision, and beyond. At their core, NeRFs describe a new representation of 3D scenes or 3D geometry. Instead of meshes, disparity maps, multiplane images or even voxel grids, they represent the scene as a continuous volume, with volumetric parameters like view-dependent radiance and volume density obtained by querying a neural network. The NeRF representation has now been widely used, with thousands of papers extending or building on it every year, multiple authors and websites providing overviews and surveys, and numerous industrial applications and startup companies. In this article, we briefly review the NeRF representation, and describe the three decades-long quest to find the best 3D representation for view synthesis and related problems, culminating in the NeRF papers. We then describe new developments in terms of NeRF representations and make some observations and insights regarding the future of 3D representations.Comment: Updated based on feedback in-person and via e-mail at SIGGRAPH 2023. In particular, I have added references and discussion of seminal SIGGRAPH image-based rendering papers, and better put the recent Kerbl et al. work in context, with more reference
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