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Real-time illumination estimation from faces for coherent rendering

机译:从脸部进行实时照明估计以实现连贯渲染

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We present a method for estimating the real-world lighting conditions within a scene in real-time. The estimation is based on the visual appearance of a human face in the real scene captured in a single image of a monocular camera. In hardware setups featuring a user-facing camera, an image of the user's face can be acquired at any time. The limited range in variations between different human faces makes it possible to analyze their appearance offline, and to apply the results to new faces. Our approach uses radiance transfer functions — learned offline from a dataset of images of faces under different known illuminations — for particular points on the human face. Based on these functions, we recover the most plausible real-world lighting conditions for measured reflections in a face, represented by a function depending on incident light angle using Spherical Harmonics. The pose of the camera relative to the face is determined by means of optical tracking, and virtual 3D content is rendered and overlaid onto the real scene with a fixed spatial relationship to the face. By applying the estimated lighting conditions to the rendering of the virtual content, the augmented scene is shaded coherently with regard to the real and virtual parts of the scene. We show with different examples under a variety of lighting conditions, that our approach provides plausible results, which considerably enhance the visual realism in real-time Augmented Reality applications.
机译:我们提出了一种实时估算场景中真实世界照明条件的方法。该估计基于在单眼相机的单个图像中捕获的真实场景中人脸的视觉外观。在具有面向用户的摄像头的硬件设置中,可以随时获取用户面部的图像。不同人脸之间的变化范围有限,可以离线分析其外观,并将结果应用于新的人脸。我们的方法使用辐射传递函数-从人脸在不同已知照明条件下的图像数据集中离线获取-针对人脸上的特定点。基于这些功能,我们可以根据球面谐波使用取决于入射光角度的函数来表示脸部反射反射的最真实的现实照明条件。相机相对于面部的姿势是通过光学跟踪确定的,虚拟3D内容将呈现并覆盖到与场景具有固定空间关系的真实场景上。通过将估计的照明条件应用于虚拟内容的呈现,相对于场景的真实和虚拟部分,增强后的场景被连贯地着色。我们通过在各种光照条件下的不同示例来说明,我们的方法可提供合理的结果,从而大大增强了实时增强现实应用程序中的视觉逼真度。

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