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Low-cost Photometric Calibration for Interactive Relighting. Céline Loscos and George Drettakis iMAGIS*-GRAVIR/IMAG-INRIA Computer Sciences Department - University College of London. Context: augmented reality. Mix real and virtual worlds Applications entertainment (virtual studio)
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Low-cost Photometric Calibration for Interactive Relighting Céline Loscos and George Drettakis • iMAGIS*-GRAVIR/IMAG-INRIA • Computer Sciences Department - University College of London
Context: augmented reality • Mix real and virtual worlds • Applications • entertainment (virtual studio) • cinema (special effects) • medical • etc. • Richer virtual experience • real world references
Common illumination Common illumination [Breen et al. 96]
Motivation • Applications in augmented reality • need of interactive systems • simulation of realistic illumination needs time • Find the right balance between • the capture process speed • the response speed of the system • the quality of the lighting simulation convincing results
Overview • State of the art • relighting and remodelling for several known lighting conditions [Loscos et al. 99] • Photometric calibration • Conclusion
Realistic lighting simulation • Global illumination • direct (from light sources) + indirect light (inter-reflections) • Lighting simulation • Input • scene geometry + reflectance and emittance properties of surfaces • Output • lit scene • Reflectance: describes the portion of light reflected • Classical methods: ray casting or radiosity
Inverse illumination • Goal • find radiometric properties (reflectance, light source exitance) • real scene known independently of the original lighting conditions allows relighting • Inverse illumination [Sato et al. 97, Yu et al. 99, etc] • input • lit scene • output • reflectance estimation
Our relighting method [Loscos et al. 1999] • Interactive relighting of real scenes • Realistic common illumination • consistency of lighting between real and virtual • Simple capture process • few photos • low-cost equipment
Assumptions • Relighting from a single viewpoint • Diffuse scene • Direct lighting: ray tracing • Indirect lighting: hierarchical radiosity
Input data: reflectance estimate • Radiance images from a single viewpoint • a single light source per image Different lighting conditions
Reflectance estimate pixel per pixel • For each radiance image • Indirect approximated by an ambient term reflectance=radiosity/(directlight+indirect light) Original photograph Estimated reflectance
Merged reflectance reflectance confidence Merged reflectance x avg. x
Limitations in the reflectance estimate • Colours transformed by the camera • loss of information: saturation, etc. • Inaccuracy of the reflectance estimate reflectance Reflectance pixels
Solution: High-Dynamic Range images • Radiance images [Debevec et al. 97] • Input • several pictures from the same point of view at different shutter speeds • RGB values within integer range [0-255] • Output • camera’s response function • high-dynamic range of colours • Remark: need to control the shutter speed
Adaptation: low-cost HDR images • New solution for a semi-automatic digital camera Kodac DC260 • No direct control of the shutter speed • Use of the EV parameter provided by the camera
Adaptation: low-cost HDR images • 9 EV values [-2..2] = 9 different exposure times • EV = 0 : automatically chosen shutter speed • Use of the conversion typically used in photography • Fix to an arbitrary value ( EV = 0) • Results in • better range of colours and less saturation
Limitations in the reflectance estimate • Problems • several lighting conditions • exposure time automatically selected by the camera • inconsistent radiance values • Make radiance images consistent • based on radiosity equation • least squares solution
Make radiance images consistent • Algorithm • choose a reference radiance image • compute a reference reflectance for the reference image (only for directly lit areas) • compute an error factor for each radiance image • apply this factor to get a consistent image
Limitations in the reflectance estimate • Incorrect illumination estimate • incorrect estimate in shadow areas
(indirect = ambient) Initial reflectance Indirect lighting iteration New reflectance Iterative algorithm for reflectance estimate • For each pixel: • convergence of reflectance values
Calibration results Reflectance RGB Initial radiance After iterations
Calibration results Reflectance for a scanline (RGB) reflectance pixels
Calibration results Reflectance for a scanline (initial radiance) reflectance pixels
Calibration results Reflectance for a scanline (after iterations) reflectance pixels
Calibration results Reflectance (single exposure time) RGB Initial radiance After iterations
Improvements due to calibration Reflectance (single exposure time) RGB Initial radiance After iterations
Conclusion • Photometric calibration • improvement of the reflectance estimate quality • respects the restrictions to the low-cost computation and equipment price
Future work • Improve the final display • apply the response function of the camera • apply a tone mapping • Simplify the capture process • General perspectives • specular effects • moving viewpoint • outdoor scenes • toward real time