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A Signal-Processing Framework for Inverse Rendering

机译:用于逆渲染的信号处理框架

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Realism in computer-generated images requires accurate input models for lighting, textures and BRDFs. One of the best ways of obtaining high-quality data is through measurements of scene attributes from real photographs by inverse rendering. However, inverse rendering methods have been largely limited to settings with highly controlled lighting. One of the reasons for this is the lack of a coherent mathematical framework for inverse rendering under general illumination conditions. Our main contribution is the introduction of a signal-processing framework which describes the reflected light field as a convolution of the lighting and BRDF, and expresses it mathematically as a product of spherical harmonic coefficients of the BRDF and the lighting. Inverse rendering can then be viewed as deconvolution. We apply this theory to a variety of problems in inverse rendering, explaining a number of previous empirical results. We will show why certain problems are ill-posed or numerically ill-conditioned, and why other problems are more amenable to solution. The theory developed here also leads to new practical representations and algorithms. For instance, we present a method to factor the lighting and BRDF from a small number of views, i.e. to estimate both simultaneously when neither is known.
机译:计算机生成的图像中的现实主义需要精确输入模型,用于照明,纹理和BRDF。获得高质量数据的最佳方式之一是通过反向渲染来通过测量来自真实照片的场景属性。然而,逆渲染方法已经很大程度上限于具有高度受控照明的设置。其中一个原因是缺乏在一般照明条件下反向渲染的相干数学框架。我们的主要贡献是引入信号处理框架,该信号处理框架将反射的光场描述为照明和BRDF的卷积,并在数学上表达作为BRDF和照明的球形谐波系数的乘积。然后可以将反向渲染视为折应。我们将此理论应用于反向渲染的各种问题,解释了以前的许多经验结果。我们将展示为什么某些问题均为不良或数值不良,以及为什么其他问题更加适合解决方案。这里开发的该理论也导致新的实际表示和算法。例如,我们介绍了一种方法来从少量视图中考虑照明和BRDF,即既不知道,则同时估计两个。

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