Interactive Virtual Relighting and Remodelling of Real Scenes
- Slides: 27
Interactive Virtual Relighting and Remodelling of Real Scenes C. Loscos 1, MC. Frasson 1, 2, G. Drettakis 1, B. Walter 1, X. Granier 1, P. Poulin 2 (1) i. MAGIS* - GRAVIR/IMAG - INRIA Rhône-Alpes * i. MAGIS is a joint project of CNRS/INRIA/UJF/INPG (2) Département d ’informatique et de recherche opérationnelle, Université de Montréal
Motivation Interior design Changes in lighting Geometric modification i MAGIS
Motivation ü Goal: interactive system l simple capture process l interactive ( ~ 1 sec. per frame) l modification of lighting l modification of geometry i MAGIS
Motivation ü We have to: l create a simple model of the real scene - geometry - approximate reflectance l represent real global illumination l develop interactive methods for modifications ü Goal is to be convincing, not highly accurate i MAGIS
Previous Work ü Geometric reconstruction l vision methods [Faugeras et al. 97, . . . ] (Realise) l constraint-based systems [Debevec et al. 96, Poulin et al. 98] l software: Photomodeler, etc. ü Reflectance recovery l e. g. , [Sato et al. 97, Ward 92, Debevec 98, Yu et al. 98, etc]. i MAGIS
Previous Work ü Real-time direct shadows l real point light source [State et al. 96] ü Common global illumination l non-interactive - [Nakamae et al. 86, Fournier et al. 93, Jancène et al. 95, Debevec 98, Yu et al. 99] l interactive - [Drettakis et al. 97, Loscos et al. 98] i MAGIS
Algorithm Overview ü Input ü Pre-process ü Interactive modification i MAGIS
Algorithm Overview - Assumptions ü Single viewpoint ü Diffuse assumption ü Lighting: radiosity = reflectance x ( direct light + indirect light ) l l direct lighting: ray casting indirect lighting: hierarchical radiosity i MAGIS
Simple Input Process ü Geometric reconstruction l several (4 -5) images from different viewpoints l geometric modelling using “Rekon” [Poulin et al. 98] ü Reflectance reconstruction l several (5 -7) images from a single viewpoint l different lighting conditions: single light source at different positions l “radiance images” i MAGIS
Input ü Radiance images from single viewpoint l combining multiple images reduces artefacts of estimation different lighting conditions i MAGIS
Pre-process ü Computation of approximate diffuse reflectance pixel by pixel l l compute individual reflectance images merge reflectance images using confidence values ü Initialise lighting system l data structure l hierarchical radiosity system i MAGIS
Reflectance Computation ü For each radiance image reflectance = radiosity / ( direct light + indirect light ) photograph reflectance i MAGIS
Confidence Images ü Estimate confidence l confidence ~ quality of reflectance estimate l create a confidence image per light source position ü Begin with confidence = Visibility l low in shadow regions ü Filtering process to remove unwanted effects l low for outliers (specular effects, light tripod) i MAGIS
Merged Reflectance Computation reflectance confidence merged reflectance x avg. x i MAGIS
Interactive Modification: Shadow Reprojection ü Direct illumination: pixel by pixel ü Indirect illumination: optimised radiosity solution Reflectance pixel Indirect lighting Direct lighting i MAGIS
Shadow Re-projection photograph simulated i MAGIS
Add/move/remove object (virtual or real) ü Visible surface changes: pixel by pixel local update l project bounding box of dynamic object - localise directly affected pixels original object insertion i MAGIS
Add/move/remove object (virtual or real) ü Direct lighting updates: shaft structure l localisation of visibility changes (shadows) l accelerate visibility computation (blocker lists) original object insertion i MAGIS
Add/move/remove object (virtual or real) ü Indirect illumination computed by a radiosity solution (optimised by the shaft structure) ü Example: moving object Position 1 Position 2 i MAGIS
Real Object Removal i MAGIS
Removing Real Objects ü Use of the reflectance image (lighting effects removed) to generate new textures reflectance images i MAGIS
Light Source Modification ü Insertion of a virtual light source l computation for every pixel - new form-factors - new visibility ü Indirect illumination: radiosity solution i MAGIS
Lighting Modification Original virtual lighting Insertion of virtual light i MAGIS
Video i MAGIS
Conclusion ü Input l data simple to acquire ü Pre-process l data structures optimised for fast updates ü Interactive modification l add and move virtual objects l remove real objects l relighting i MAGIS
Future Work ü Improve reflectance computation l use of high dynamic range images (instead of RGB) l better control of indirect illumination ü Allow motion of real objects ü Faster: parallel computation i MAGIS
Future Work ü Remove restrictions l diffuse reflectance [Yu et al. 99] l fixed view-point i MAGIS
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