86 research outputs found

    Practical SVBRDF Acquisition of 3D Objects with Unstructured Flash Photography

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    Capturing spatially-varying bidirectional reflectance distribution functions (SVBRDFs) of 3D objects with just a single, hand-held camera (such as an off-the-shelf smartphone or a DSLR camera) is a difficult, open problem. Previous works are either limited to planar geometry, or rely on previously scanned 3D geometry, thus limiting their practicality. There are several technical challenges that need to be overcome: First, the built-in flash of a camera is almost colocated with the lens, and at a fixed position; this severely hampers sampling procedures in the light-view space. Moreover, the near-field flash lights the object partially and unevenly. In terms of geometry, existing multiview stereo techniques assume diffuse reflectance only, which leads to overly smoothed 3D reconstructions, as we show in this paper. We present a simple yet powerful framework that removes the need for expensive, dedicated hardware, enabling practical acquisition of SVBRDF information from real-world, 3D objects with a single, off-the-shelf camera with a built-in flash. In addition, by removing the diffuse reflection assumption and leveraging instead such SVBRDF information, our method outputs high-quality 3D geometry reconstructions, including more accurate high-frequency details than state-of-the-art multiview stereo techniques. We formulate the joint reconstruction of SVBRDFs, shading normals, and 3D geometry as a multi-stage, iterative inverse-rendering reconstruction pipeline. Our method is also directly applicable to any existing multiview 3D reconstruction technique. We present results of captured objects with complex geometry and reflectance; we also validate our method numerically against other existing approaches that rely on dedicated hardware, additional sources of information, or both

    Practical Multiple Scattering for Rough Surfaces

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    Microfacet theory concisely models light transport over rough surfaces. Specular reflection is the result of single mirror reflections on each facet, while exact computation of multiple scattering is either neglected, or modeled using costly importance sampling techniques. Practical but accurate simulation of multiple scattering in microfacet theory thus remains an open challenge. In this work, we revisit the traditional V-groove cavity model and derive an analytical, cost-effective solution for multiple scattering in rough surfaces. Our kaleidoscopic model is made up of both real and virtual V-grooves, and allows us to calculate higher-order scattering in the microfacets in an analytical fashion. We then extend our model to include nonsymmetric grooves, allowing for additional degrees of freedom on the surface geometry, improving multiple reflections at grazing angles with backward compatibility to traditional normal distribution functions. We validate the accuracy of our model against ground-truth Monte Carlo simulations, and demonstrate its flexibility on anisotropic and textured materials. Our model is analytical, does not introduce significant cost and variance, can be seamless integrated in any rendering engine, preserves reciprocity and energy conservation, and is suitable for bidirectional methods

    Sparse ellipsometry: portable acquisition of polarimetric SVBRDF and shape with unstructured flash photography

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    Ellipsometry techniques allow to measure polarization information of materials, requiring precise rotations of optical components with different configurations of lights and sensors. This results in cumbersome capture devices, carefully calibrated in lab conditions, and in very long acquisition times, usually in the order of a few days per object. Recent techniques allow to capture polarimetric spatially-varying reflectance information, but limited to a single view, or to cover all view directions, but limited to spherical objects made of a single homogeneous material. We present sparse ellipsometry, a portable polarimetric acquisition method that captures both polarimetric SVBRDF and 3D shape simultaneously. Our handheld device consists of off-the-shelf, fixed optical components. Instead of days, the total acquisition time varies between twenty and thirty minutes per object. We develop a complete polarimetric SVBRDF model that includes diffuse and specular components, as well as single scattering, and devise a novel polarimetric inverse rendering algorithm with data augmentation of specular reflection samples via generative modeling. Our results show a strong agreement with a recent ground-truth dataset of captured polarimetric BRDFs of real-world objects

    PHOTOGRAMMETRY DRIVEN TOOLS TO SUPPORT THE RESTORATION OF OPEN-AIR BRONZE SURFACES OF SCULPTURES: AN INTEGRATED SOLUTION STARTING FROM THE EXPERIENCE OF THE NEPTUNE FOUNTAIN IN BOLOGNA

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    Checking the irreversible process of clean-up is a delicate task that requires a work of synthesis between theoretical knowledge and practical experience, to define an effective operating protocol on a limited patch area to be extended later to the entire artefact's surface. In this paper, we present a new, quick, semi-automated 3D photogrammetry-based solution to support restorers in the open-air bronze artwork cleaning from corrosion and weathering decay. The solution allows the conservators to assess in real time and with a high level of fidelity in colour and shape, the 'surfaces' to be cleaned before, during and after the clear-out treatment. The solution besides allows an effective and valuable support tool for restorers to identify the original layer of the bronze surface, developed and validated during the ongoing restoration of the Neptune Fountain in Bologna

    Near-infrared modeling and enhanced visualization, as a novel approach for 3D decay mapping of stone sculptures

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    Representation of the surface pathology of heritage objects imposes a problematic task. It usually involves the implementation of on-site visual inspections, and diagnostic procedures on-site, and after sampling, through minimally destructive laboratory tests, to produce area-specific results or two-dimensional mapping visualizations. Mapping of stone weathering is usually performed manually with time-consuming two-dimensional approaches, thus losing the importance of topology and, in general, its threedimensional metric quality. The recent introduction of modified cameras to heritage science has enabled enhanced observation at higher resolutions, concomitantly having the capacity to produce datasets that can be used for direct image-based three-dimensional reconstruction. With this article, we present a novel work combining near-infrared imaging using a modified sensor, and contemporary dense multiple-image reconstruction software, to produce spectral models of historical stone sculptures. This combined approach enables the simultaneous capturing of the shape of the historical stone surfaces and the different responses of deteriorated materials in the near-infrared spectrum. Thus, we investigate the capacity of the suggested method to assist threedimensional diagnosis and mapping of stone weathering. We explore the usability of produced spectral textures via classification and three-dimensional segmentation techniques to obtain and assess different types of visualization. We additionally evaluate the produced models for their metric and radiometric properties, by comparing them with models produced with visible spectrum imagery, acquired with similar capturing parameters

    Ambient grain orientation imaging on complex surfaces

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    Crystal orientation imaging is generally confined to the laboratory, typically following destructive sectioning, with most current techniques reliant on electron-material interactions that require a vacuum. This information is gathered in a manner that requires careful planning, however a more desirable approach would allow the manufacturer to acquire this data non-destructively at the point of manufacture, with little or no time penalty. We show that coupling a numerically controlled etching method to topographical data processing can be used to spatially map grain orientations over planar and non-planar surfaces. Our method allows the construction of large area orientation maps (≈400 mm 2) in agreement with electron backscatter diffraction datasets. We have characterised spatial and angular resolution limits for the technique, which are correlated to length scales of microscale etch surfaces and our ability to measure their geometries. This approach has the potential to augment materials processing technologies, where resultant microstructures require strict control in order to guarantee through-life integrity

    Intuitive and Accurate Material Appearance Design and Editing

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    Creating and editing high-quality materials for photorealistic rendering can be a difficult task due to the diversity and complexity of material appearance. Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. Even with the support of commercial software packages, material design can be a time-consuming trial-and-error task due to the counter-intuitive nature of the complex reflectance models. Moreover, many material design tasks require the physical realization of virtually designed materials as the final step, which makes the process even more challenging due to rendering artifacts and the limitations of fabrication. In this dissertation, we propose a series of studies and novel techniques to improve the intuitiveness and accuracy of material design and editing. Our goal is to understand how humans visually perceive materials, simplify user interaction in the design process and, and improve the accuracy of the physical fabrication of designs. Our first work focuses on understanding the perceptual dimensions for measured material data. We build a perceptual space based on a low-dimensional reflectance manifold that is computed from crowd-sourced data using a multi-dimensional scaling model. Our analysis shows the proposed perceptual space is consistent with the physical interpretation of the measured data. We also put forward a new material editing interface that takes advantage of the proposed perceptual space. We visualize each dimension of the manifold to help users understand how it changes the material appearance. Our second work investigates the relationship between translucency and glossiness in material perception. We conduct two human subject studies to test if subsurface scattering impacts gloss perception and examine how the shape of an object influences this perception. Based on our results, we discuss why it is necessary to include transparent and translucent media for future research in gloss perception and material design. Our third work addresses user interaction in the material design system. We present a novel Augmented Reality (AR) material design prototype, which allows users to visualize their designs against a real environment and lighting. We believe introducing AR technology can make the design process more intuitive and improve the authenticity of the results for both novice and experienced users. To test this assumption, we conduct a user study to compare our prototype with the traditional material design system with gray-scale background and synthetic lighting. The results demonstrate that with the help of AR techniques, users perform better in terms of objectively measured accuracy and time and they are subjectively more satisfied with their results. Finally, our last work turns to the challenge presented by the physical realization of designed materials. We propose a learning-based solution to map the virtually designed appearance to a meso-scale geometry that can be easily fabricated. Essentially, this is a fitting problem, but compared with previous solutions, our method can provide the fabrication recipe with higher reconstruction accuracy for a large fitting gamut. We demonstrate the efficacy of our solution by comparing the reconstructions with existing solutions and comparing fabrication results with the original design. We also provide an application of bi-scale material editing using the proposed method

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because they describe the reflectance properties of surfaces, which are based on the interaction of light and matter. In the real world, an enormous diversity of materials can be found, comprising very different properties. One important objective in computer graphics is to understand these processes, to formalize them and to finally simulate them. For this purpose various analytical models do already exist, but their parameterization remains difficult as the number of parameters is usually very high. Also, they fail for very complex materials that occur in the real world. Measured materials, on the other hand, are prone to long acquisition time and to huge input data size. Although very efficient statistical compression algorithms were presented, most of them do not allow for editability, such as altering the diffuse color or mesostructure. In this thesis, a material representation is introduced that makes it possible to edit these features. This makes it possible to re-use the acquisition results in order to easily and quickly create deviations of the original material. These deviations may be subtle, but also substantial, allowing for a wide spectrum of material appearances. The approach presented in this thesis is not based on compression, but on a decomposition of the surface into several materials with different reflection properties. Based on a microfacette model, the light-matter interaction is represented by a function that can be stored in an ordinary two-dimensional texture. Additionally, depth information, local rotations, and the diffuse color are stored in these textures. As a result of the decomposition, some of the original information is inevitably lost, therefore an algorithm for the efficient simulation of subsurface scattering is presented as well. Another contribution of this work is a novel perception-based simplification metric that includes the material of an object. This metric comprises features of the human visual system, for example trichromatic color perception or reduced resolution. The proposed metric allows for a more aggressive simplification in regions where geometric metrics do not simplif

    A Versatile Parameterization for Measured Material Manifolds

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    International audienceA popular approach for computing photorealistic images of virtual objects requires applying reflectance profiles measured from real surfaces, introducing several challenges: the memory needed to faithfully capture realistic material reflectance is large, the choice of materials is limited to the set of measurements, and image synthesis using the measured data is costly. Typically, this data is either compressed by projecting it onto a subset of its linear principal components or by applying non-linear methods. The former requires many components to faithfully represent the input reflectance, whereas the latter necessitates costly extrapolation algorithms. We learn an underlying, low-dimensional non-linear reflectance manifold amenable to rapid exploration and rendering of real-world materials. We can express interpolated materials as linear combinations of the measured data, despite them lying on an inherently non-linear manifold. This allows us to efficiently interpolate and extrapolate measured BRDFs, and to render directly from the manifold representation. We exploit properties of Gaussian process latent variable models and use our representation for high-performance and offline rendering with interpolated real-world materials
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