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Image-Based Rendering of Diffuse, Specular and Glossy Surfaces from a Single Image

Image-Based Rendering of Diffuse, Specular and Glossy Surfaces from a Single Image. Samuel Boivin and André Gagalowicz MIRAGES Project. Main objectives of the paper. Approximation of all reflectances using :. Approximation of all reflectances using :.

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Image-Based Rendering of Diffuse, Specular and Glossy Surfaces from a Single Image

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  1. Image-Based Rendering of Diffuse, Specular and Glossy Surfaces from a Single Image Samuel Boivin and André Gagalowicz MIRAGES Project

  2. Main objectives of the paper Approximation of all reflectances using : Approximation of all reflectances using : A single original image with no particular constraint for the viewpoint A single original image with no particular constraint for the viewpoint A 3D geometrical model of the scene A 3D geometrical model of the scene Creation of a synthetic image keeping : Creation of a synthetic image keeping : The real properties of the materials The real properties of the materials The best visual approximation in comparison to the original image The best visual approximation in comparison to the original image

  3. Estimation of perfectly diffuse reflectances • Previous work in inverse rendering using global illumination and a full 3D scene (1/2) • Single image : • Fournier et al., GI’93 [14] • Gagalowicz, Book 94 [28] • Drettakis et al., EGWR’97 [11] • Multiple images : • Debevec, SIGGRAPH 98 [7] (manually for non-diffuse) • Loscos et al., IEEE TVCG’00 [24] Automatic reflectance recovery only for perfectly diffuse surfaces

  4. Full BRDF estimation (anisotropy) • Previous work in inverse rendering using global illumination and a full 3D scene (2/2) • Set of images: • Yu et al., SIGGRAPH 99 [41] 150 original images Scene captures under specific viewpoints to compute BRDFs (capture of highlights) • Single image: None This paper

  5. 3D geometrical model of the scene • Our method Data • Objects are grouped by type of reflectance • One single image captured from the scene First Result Reflectance approximation for diffuse, specular (perfect and non-perfect), isotropic, anisotropic, textured surfaces Second Result Synthetic Image imitating the original one (multiple possible applications)

  6. Minimizing the error computed from the difference between the real and the synthetic image Minimizing the error computed from the difference between the real and the synthetic image • General overview of our technique Choosing an hypothesis regarding reflectances Choosing an hypothesis regarding reflectances Enhancing as much as possible this hypothesis (maximal reduction of computed error) If the error is too big then change the hypothesis Iterative Principle Hierarchical Principle

  7. specular Real Image Initialization step: All surfaces are perfectly diffuse (radiances average / group) • Description of the full inverse rendering process anisotropic textured Error Image Image Difference Reflectance Correction after 14 IR iterations 4 d iterations total error<5% 3D geometrical model Rendering Synthetic Image (Final) Synthetic Image

  8. Average of the radiances covered by the projection of the group in the original image Average of the radiances covered by the projection of the group in the original image • The case of perfectly diffuse surfaces (d  0) Iterative correction of the diffuse reflectance d using this average value Iterative correction of the diffuse reflectance d using this average value Computation of the error between the real and the synthetic image if error > threshold then group is perfectly specular

  9. The case of perfectly specular surfaces (s = 1, d = 0) The simplest case because d and s are constant The simplest case because d and s are constant Computation of the error between the real and the synthetic image Computation of the error between the real and the synthetic image if error > threshold then group is non-perfectly specular

  10. The case of non-perfectly specular surfaces (s  1, d = 0) Iterative correction of s minimizing the error between the real and the synthetic image Iterative correction of s minimizing the error between the real and the synthetic image Computation of the error between the real and the synthetic image Computation of the error between the real and the synthetic image if error > threshold then group is diffuse and specular Experimental Heuristic if error > 50% then group is textured

  11. The case of both diffuse and specular surfaces (s  0, d  0, no roughness) Minimized error is a function of two parameters (direct analytical solution) Minimized error is a function of two parameters (direct analytical solution) Computation of the error between the real and the synthetic image Computation of the error between the real and the synthetic image if error > threshold then group is isotropic

  12. Direct minimization with d, s and  with s = 1 computed separately Direct minimization with d, s and  with s = 1 computed separately • The case of isotropic surfaces (d, s  0, ) Computation of the error between the real and the synthetic image Computation of the error between the real and the synthetic image if error > threshold then group is anisotropic

  13. The case of anisotropic surfaces ( d, s  0, x, y, x ) Minimization with x, y, x Minimization with x, y, x Several minima Several minima What are the resulting images ?

  14. Original real image Synthetic images without direct estimation of the anisotropic direction without direct estimation of the anisotropic direction unsatisfactory with direct estimation of the anisotropic direction with direct estimation of the anisotropic direction

  15. « Simple » because too few elements « Simple » because too few elements • The case of textured surfaces Impossible to separate specular reflection and/or shadows from texture itself Impossible to separate specular reflection and/or shadows from texture itself Computation of an intermediate texture which balances the extracted texture (to take into account illumination) Computation of an intermediate texture which balances the extracted texture (to take into account illumination)

  16. ~41 minutes ~38 minutes ~12 minutes ~2 minutes ~2 minutes ~4h30 More IR iterations 100% diffuse + 100% specular All kinds of reflectance 100% diffuse Diffuse approximation Not enough IR iterations • Some inverse rendering results

  17. Some applications in Augmented Reality Illumination control + Geometry control Photometry control Viewpoint control Geometry control Original Image

  18. Advantages Disadvantages New inverse rendering method New inverse rendering method • Conclusion • One single image • Textures are hard to take into account • Various types of reflectances • Particular cases (2 anisotropic surfaces) • « Simple » idea • Immediate extensions

  19. Testing other BRDF models • Future Work • Solving the « texture problem » (2 images ?) • Testing the algorithm using a scene under direct illumination conditions and/or with multiple colored light sources • Automatic positioning of mirrors and light sources and adaptive meshing of objects • Participating media (fire, smoke, …) using a new volume hierarchy (bounding volume)

  20. Contact Information • Samuel Boivin (boivin@dgp.toronto.edu) • Dynamic Graphics Project (Toronto, Canada) • André Gagalowicz (Andre.Gagalowicz@inria.fr) • INRIA (Rocquencourt, France)

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