Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution

Saulo A. Pessoa, G. Moura, J. P. Lima, V. Teichrieb, J. Kelner
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引用次数: 53

Abstract

This paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is used, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited.
增强现实的逼真渲染:一个全局照明和BRDF解决方案
本文提出了一种在增强现实应用中将合成物体逼真地渲染到动态真实场景的解决方案。为了实现这一目标,使用了基于图像的照明方法,其中为场景中的每个虚拟对象在每一帧生成具有不同光泽度级别的环境地图。因此,照明效果,如颜色出血和镜面反射,可以以一致的方式模拟虚拟对象。对球面谐波变换通道采用了统一采样方法。它独立于地图格式,不需要为每个样本应用不同的权重。开发的技术与扩展版的Lafortune空间BRDF相结合,具有菲涅耳效应和创新的切线旋转参数化。该解决方案在各种增强现实案例研究中进行了评估,其中也利用了阴影和镜头效果等其他功能。
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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