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

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Presentation transcript:

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

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

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

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

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

General overview of our techniqueGeneral overview of our technique Enhancing as much as possible this hypothesis (maximal reduction of computed error) If the error is too big then change the hypothesis Iterative PrincipleHierarchical Principle 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 Choosing an hypothesis regarding reflectances

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

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

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

The case of non-perfectly specular surfaces (  s  1,  d = 0)The case of non-perfectly specular surfaces (  s  1,  d = 0) if error > threshold then group is diffuse and specular if error > 50% then group is textured Experimental Heuristic 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

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

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,  )The case of isotropic surfaces (  d,  s  0,  ) if error > threshold then group is anisotropic Computation of the error between the real and the synthetic image Computation of the error between the real and the synthetic image

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

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

The case of textured surfacesThe case of textured surfaces « Simple » because too few elements 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) « Simple » because too few elements 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)

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

Some applications in Augmented RealitySome applications in Augmented Reality Geometry controlPhotometry controlViewpoint control Illumination control + Geometry control Original Image

New inverse rendering method AdvantagesDisadvantages ConclusionConclusion One single image Various types of reflectances « Simple » idea  Textures are hard to take into account  Particular cases (2 anisotropic surfaces) Immediate extensions

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

Contact InformationContact Information Samuel Boivin Dynamic Graphics Project (Toronto, Canada) André Gagalowicz INRIA (Rocquencourt, France)