Sparse lumigraph relighting by illumination and reflectance estimation from multi-view images

Tianli Yu, Hongcheng Wang, N. Ahuja, Wei-Chao Chen
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引用次数: 6

Abstract

We present a novel relighting approach that does not assume that the illumination is known or controllable. Instead, we estimate the illumination and texture from given multi-view images captured under a single illumination setting, given the object shape. We rely on the viewpoint-dependence of surface reflectance to resolve the usual texture-illumination ambiguity. The task of obtaining the illumination and texture models is formulated as the decomposition of the observed surface radiance tensor into the product of a light transport tensor, and illumination and texture matrices. We estimate both the illumination and texture at the same time by solving a system of bilinear equations. To reduce estimation error due to imperfect input surface geometry, we also perform a multi-scale discrete search on the specular surface normal. Our results on synthetic and real data indicate that we can estimate the illumination, the diffuse as well as the specular components of the surface texture map (up to a global scaling ambiguity). Our approach allows more flexibilities in rendering novel images, such as view changing, and light and texture editing.
基于多视点图像照度和反射率估计的稀疏光场重照明
我们提出了一种新的重照明方法,不假设照明是已知的或可控的。相反,我们从给定物体形状的单一照明设置下捕获的给定多视图图像中估计照明和纹理。我们依靠表面反射率的视点依赖性来解决通常的纹理-照明模糊。获得光照和纹理模型的任务是将观测到的表面亮度张量分解为光传输张量与光照和纹理矩阵的乘积。我们通过求解双线性方程组来同时估计光照和纹理。为了减少由于输入曲面几何形状不完美导致的估计误差,我们还对镜面法线进行了多尺度离散搜索。我们在合成数据和真实数据上的结果表明,我们可以估计表面纹理图的光照、漫射和镜面分量(达到全局缩放模糊)。我们的方法允许在渲染新图像时具有更大的灵活性,例如视图更改、光线和纹理编辑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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