房间尺度场景中光源的三维位置估计

Lucas Pometti, Matthieu Fradet, P. Hirtzlin, Pierrick Jouet
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引用次数: 0

摘要

在本文中,我们介绍了我们正在进行的光源估计在房间尺度的场景,以获得更多的真实感体验的工作。我们独特的输入是使用消费者移动设备获得的真实不受控制环境的最新纹理3D网格。我们的方法基于对顶级视点渲染的单个RGB-D图像中的真实阴影的检测。与现有技术相反,我们的方法不考虑任何基于对象的分割,既不简化场景几何形状的假设,也不简化纹理较差的表面。自动估计光源的三维位置,目前,照明模型是通过GUI在扫描场景上显示增强物,以交互方式获得强度值来完成的。这个照明模型可以在移动体验期间重复使用,以连贯地照亮MR场景。各种室内和室外场景的结果显示了一项有希望的工作的开始。为了说明问题的复杂性,并使社区意识到正确的照明对用户感知的重要性,我们还相当地展示了轻微不准确的光估计结果或不完整的几何知识在一些简单的情况下是如何完全被忽视的,但在其他一些情况下也会深刻影响最终渲染的真实感。
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3D location estimation of light sources in room-scale scenes
In this paper we present our on-going work on light source estimation in room-scale scenes for more photorealistic experiences. Our unique input is an up-to-date textured 3D mesh of a real uncontrolled environment obtained using a consumer mobile device. We base our approach on the detection of real shadows in a single RGB-D image rendered for a top viewpoint. Contrary to prior art, our approach does not consider any object-based segmentation, neither simplifying assumptions on the scene geometry or on poorly textured surfaces. The 3D locations of light sources are automatically estimated, and for now, the lighting model is completed with intensity values obtained interactively through a GUI displaying augmentations on the scanned scene. This lighting model can then be reused to light the MR scene coherently during mobile experiences. Results on various indoor and outdoor scenes show the beginnings of a promising work. To illustrate the complexity of the problem and to make the community aware of the importance of a correct lighting on user perception, we also fairly show how slightly inaccurate light estimation results or incomplete geometry knowledge can go completely unnoticed in some simple cases but can also deeply impact the final rendering photorealism in some other cases.
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