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Image-based reconstruction and modeling of geometry with complex reflectance in non-diffusive media.

机译:在非扩散介质中具有复杂反射率的几何的基于图像的重建和建模。

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摘要

Reconstruction and modeling of 3-D geometry are among the core issues in computer vision. While geometry composed of radiometrically simple materials is currently relatively easy to reconstruct and model, geometry with complex reflectance properties presents a substantial challenge. The research work presented here is an investigation of this problem. Two methods are proposed that are specifically designed to handle geometry with complex photometric properties.; The first proposed method is designed to reconstruct large-scale geometry with arbitrary and possibly anisotropic BRDFs. Existing reconstruction techniques typically make explicit or implicit assumptions about the reflectance properties of a surface. The proposed method uses the idea of photometric ranging, where no such assumptions are necessary. In a photometric stereo-like setup of multiple images obtained from a single viewpoint under controlled illumination, photometric ranging recovers the depth directly for each camera pixel, rather than through surface normal field integration. It exploits the basic concept of radiant energy density falloff with distance from a point light source. Double-covering the incident light field allows to find sets of coincidental pairs of light directions where this can be used to align the reflected light fields and directly reconstruct the depth of a scene. Unlike photometric stereo, in photometric ranging no assumptions are required about the surface smoothness, the presence or absence of shadowing, or the nature of the BRDF, which may vary over the surface. Once the depth of a scene is known, the reflected light field can also be resampled to relight the scene, that is to render the same scene from the camera view, but under novel lighting, including nearby and distant sources.; The second proposed method aims to model small-scale geometry of volumetric surface materials with complex reflectance. Instead of recovering the intricate geometry itself, it uses an appearance-based approach of volumetric texturing, which is a popular technique for rendering rich 3-D detail when a polygonal surface representation would be ineffective. Although efficient algorithms for rendering volumetric textures have been known for years, capturing the richness of real volumetric materials remains a challenging problem. The proposed technique generates a volumetric representation of a complex 3-D texture with unknown reflectance and structure. From the acquired reflectance data in the form of a 6-D Bidirectional Texture Function (BTF), the proposed method creates an efficient volumetric representation in the form of a stack of semi-transparent layers each representing a slice through the texture's volume. In addition to negligible storage requirements, this representation is ideally suited for hardware-accelerated real-time rendering.
机译:3-D几何的重建和建模是计算机视觉的核心问题。虽然由辐射简单材料组成的几何形状目前相对容易重构和建模,但是具有复杂反射特性的几何形状却提出了巨大的挑战。这里介绍的研究工作是对此问题的调查。提出了两种专门设计用于处理具有复杂光度特性的几何的方法。第一个提出的方法被设计为使用任意且可能是各向异性的BRDF重建大规模几何。现有的重建技术通常对表面的反射特性做出显式或隐式假设。所提出的方法使用了光度测距的想法,而无需这种假设。在可控照明下从单个视点获得的多个图像的类似光度的立体图像设置中,光度测距直接为每个相机像素恢复深度,而不是通过表面法线场积分。它利用了距点光源的距离随辐射能量密度下降的基本概念。双重覆盖入射光场可以找到多组光方向的重合对,这些对可以用来对齐反射光场并直接重建场景深度。与光度学立体图像不同,在光度学范围内,无需对表面光滑度,是否存在阴影或BRDF的性质(可能会在整个表面上变化)进行假设。一旦知道了场景的深度,反射的光场也可以被重新采样以重新照明场景,即从摄像机视图渲染同一场景,但是要在新颖的照明条件下,包括附近和远处的光源。提出的第二种方法旨在对具有复杂反射率的体积表面材料的小尺寸几何建模。它没有恢复复杂的几何体本身,而是使用基于外观的体积纹理化方法,这是一种流行的技术,用于在多边形表面表示无效时渲染丰富的3D细节。尽管多年来,用于渲染体积纹理的有效算法已为人所知,但是捕获真实体积材料的丰富度仍然是一个具有挑战性的问题。所提出的技术生成具有未知反射率和结构的复杂3-D纹理的体积表示。从获取的6D双向纹理函数(BTF)形式的反射率数据中,提出的方法以一堆半透明层的形式创建有效的体积表示,每个半透明层表示通过纹理的体积的切片。除了可以忽略的存储要求外,该表示形式还非常适合硬件加速的实时渲染。

著录项

  • 作者

    Magda, Sebastian.;

  • 作者单位

    University of Illinois at Urbana-Champaign.;

  • 授予单位 University of Illinois at Urbana-Champaign.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2007
  • 页码 122 p.
  • 总页数 122
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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