线性光源反射计

A. Gardner, C. Tchou, Tim Hawkins, P. Debevec
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引用次数: 218

摘要

本文提出了一种基于线性光源单次通过表面的外观来估计表面空间变化反射率特性的技术。通过使用线性光源而不是点光源作为光源,我们能够可靠地观察和估计表面每个点的漫反射颜色,镜面颜色和镜面粗糙度。我们使用的反射计装置简单且造价低廉,只需要光源的单一运动方向和固定的摄像机视点。我们的模型拟合技术首先呈现了在移动线性光源照明下漫反射和镜面反射叶如何出现的反射表。然后,对于每个像素,我们将其一系列强度值与表中反射瓣进行比较,以确定哪些反射模型参数最接近产生观测到的反射率值。使用线性光源在不同角度的两次通过,我们还可以估计每个像素的表面法线以及反射率参数。此外,我们的系统为物体记录一个每像素的高度图,并估计其每像素的透明度。我们使用自定义硬件着色算法生成捕获对象的实时渲染。我们将该技术应用于展示各种材料的测试对象以及带有金字的照明手稿。为了证明该技术的准确性,我们将捕获的模型的渲染图与原始物体的真实照片进行比较。
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Linear light source reflectometry
This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique's accuracy, we compare renderings of the captured models to real photographs of the original objects.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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