混合现实应用中真实物体光源位置与反射率的交互估计

Masahide Kobayashi, Y. Manabe, Noriko Yata
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引用次数: 1

摘要

混合现实应用需要真实对象和虚拟对象的无缝集成。为了达到这个目标,我们应该在真实物体和虚拟物体之间表现出一种光反射的效果,如阴影、阴影和相互反射。为了表现这些效果,我们必须估计真实物体的反射率。反射率可以通过物体的颜色和几何形状以及场景的光线条件来估计。为了计算交互帧率,光源分布在场景上方的圆顶表面上。为了更准确地估计反射率,我们必须计算物体到光源的距离。因此,本文提出了一种在交互帧率下估计物体到光源的距离和物体反射率的方法。在该方法中,使用了两个相机和一个带球面反射镜的标记。我们可以使用微软Kinect传感器的RGB摄像头和IR摄像头作为摄像头。也就是说,利用所提出的方法,我们可以通过Kinect和带有球面反射镜的标记来估计距离和反射率。该方法对各相机上球面反射镜上反射矢量的交点进行求值,取求值最大的点作为光源位置的估计值。利用该方法,我们可以利用Kinect和带球面镜的标记器以交互帧速率估计真实物体的光源位置和反射率,从而可以将该方法应用于各种混合现实应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactive Estimation of Light Source Position and Reflectance of Real Objects for Mixed-Reality Application
The seamless integration of real and virtual objects is required for mixed-reality applications. To achieve this goal, we should represent an effect of light reflection like shading, shadowing and inter- reflection between the real and virtual objects. To represent these effects, we have to estimate reflectance of the real objects. The reflectance can be estimated with color and geometry of the objects and light condition of the scene. To calculate at an interactive frame rates, the light sources are distributed on a surface of a dome above the scene. To estimate the reflectance more accurately, we have to calculate distance from the objects to the light source. Therefore, this paper proposes a method to estimate the distance from the objects to the light source and the reflectance of the objects at an interactive frame rates. In the proposed method, two cameras and a marker with a spherical mirror are used. We can use an RGB camera and an IR camera of Microsoft Kinect sensor as the cameras. In other words, by use of the proposed method, we can estimate the distance and reflectance by using the Kinect and the marker with the spherical mirror. In the method, intersection points of reflection vectors on the spherical mirror at each camera are evaluated and the point which has the maximum evaluation value is regarded as an estimation value of the light source position. With the proposed method, we can estimate the light source position and reflectance of the real objects at an interactive frame rates by use of the Kinect and the marker with the spherical mirror, so that we are able to apply the method to various mixed-reality applications.
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