鲁棒表面光场建模

Wei Li, Hui Qiao, Chen Zhao, Zhongqi Wu, Ruigang Yang
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引用次数: 1

摘要

表面光场利用几何信息对传统的光场渲染技术进行了改进。利用表面光场,可以真实地再现具有复杂外观的真实物体。这种能力可以在许多VR/AR应用中发挥重要作用。然而,表面光场采样和处理需要精确的几何模型,这限制了其广泛应用,因为许多感兴趣的物体通常具有非常复杂的外观,即使不是不可能,也很难重建。我们提出了一种新的优化框架,以减少对精确几何的依赖。关键的观点是将表面光采样视为一个多视图多纹理优化问题。我们的方法可以处理模型不准确和纹理模型不对准,使创建高保真的表面光场模型成为可能,而无需使用高精度的特殊硬件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Robust Surface Light Field Modeling
Surface light field advances conventional light field rendering techniques by utilizing geometry information. Using surface light field, real-world objects with complex appearance could be faithfully represented. This capability could play an important role in many VR/AR applications. However, an accurate geometric model is needed for surface light field sampling and processing, which limits its wide usage since many objects of interests are difficult if not impossible to reconstruct with their usually very complex appearances. We propose a novel optimization framework to reduce the dependency of accurate geometry. The key insight is to treat surface light sampling as a multi-view multi-texture optimization problem. Our approach can deal with both model inaccuracy and texture to model misalignment, making it possible to create high-fidelity surface light field models without using high-precision special hardware.
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