Differential Instant Radiosity for mixed reality

Martin Knecht, C. Traxler, O. Mattausch, W. Purgathofer, M. Wimmer
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引用次数: 91

Abstract

In this paper we present a novel plausible realistic rendering method for mixed reality systems, which is useful for many real life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates (20–30fps). The most important such effects are indirect illumination and shadows cast between real and virtual objects. Our approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. We describe a new method to assign virtual point lights to multiple primary light sources, which can be real or virtual. We use imperfect shadow maps for calculating illumination from virtual point lights and have significantly improved their accuracy by taking the surface normal of a shadow caster into account. Temporal coherence is exploited to reduce flickering artifacts. Our results show that the presented method highly improves the illusion in mixed reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.
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混合现实的微分瞬间辐射
在本文中,我们提出了一种新的似是而非的逼真的混合现实系统渲染方法,它适用于许多现实生活中的应用场景,如建筑、产品可视化或教育娱乐。为了让虚拟物体无缝地融入真实环境,必须考虑真实的照明条件和真实物体与虚拟物体之间的相互照明效果,同时保持交互帧率(20-30fps)。最重要的效果是间接照明和真实和虚拟物体之间的阴影。我们的方法结合了即时辐射和差分渲染。与之前的一些解决方案相比,我们只需要渲染场景一次,就可以找到虚拟场景和真实场景的相互效果。动态真实照度来源于鱼眼镜头相机的图像流。提出了一种将虚拟点光分配给多个主光源的新方法,主光源可以是真实的,也可以是虚拟的。我们使用不完美的阴影贴图来计算虚拟点光源的照度,并通过考虑阴影施法者的表面法线来显著提高其准确性。利用时间相干性来减少闪烁伪影。结果表明,该方法极大地改善了混合现实应用中的错觉效果,并显著减少了叠加在真实场景上的虚拟物体的人为外观。
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