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Published byFlorence Lester Modified over 8 years ago
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Mesostructure from Specularity Using Coded Illumination
Yannick Francken, Tom Mertens, Jo Gielis, Philippe Bekaert Expertise Centre for Digital Media Hasselt University (Belgium) {yannick.francken, tom.mertens,
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Goal Acquire mesostructure’s normal map Mesostructure Normal map
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Previous Work Shape from shading [Horn75, Zhang99]
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Previous Work Shape from shading [Horn75, Zhang99]
Photometric stereo [Woodham89, Ikeuchi92] …
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Previous Work Shape from shading [Horn75, Zhang99]
Photometric stereo [Woodham89, Ikeuchi92] Structured light [Boyer87, Scharstein03]
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Previous Work Shape from shading [Horn75, Zhang99]
Photometric stereo [Woodham80, Ikeuchi92] Structured light [Boyer87, Scharstein03] Mesostructure scanning Mesostructure from Specularity [Chen06] …
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Previous Work Shape from shading [Horn75, Zhang99]
Photometric stereo [Woodham80, Ikeuchi92] Structured light [Boyer87, Scharstein03] Mesostructure scanning Mesostructure from Specularity [Chen06] Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination [Ma07]
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Previous Work Mesostructure from specularity [Chen06] Setup
Image captures
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Previous Work Mesostructure from specularity [Chen06]
Detecting specularities Law of reflection V = 2(NTL)N - L L V N
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Observation A specularity is caused by one light source 1011 1100 100
1001 10 1 1101 1010 1001 1110 1000 1111 O(log N) instead of O(N) image captures!
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Setup Screen-camera setup Binary coded light patterns
Screen as cheap controllable light source [Zongker96, Tarini05, Clark05, Funk06] Calibration [Hartley04, Tarini05, Francken06, Funk06] Binary coded light patterns Gray code M x N light sources log2M + log2N + 1 patterns
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Results
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Limits Only specular mesostructures Sharp specular highlights
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Limits Only specular mesostructures Sharp specular highlights
Limited cone of normals Planar display
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Limits Only specular mesostructures Sharp specular highlights
Limited cone of normals Planar display Self shadowing
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Conclusion Efficient Inexpensive setup O(log N) instead of O(N)
Longer exposure times less noise Inexpensive setup Only controllable binary light source
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Future Work Smoothness constraints
Using specular and diffuse components Surface adaptive patterns Colored patterns instead of binary Hemispherical light source
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Questions? Summary Efficient Inexpensive setup
O(log N) instead of O(N) Longer exposure times less noise Inexpensive setup Only controllable binary light source
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