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Predicting lightness rankings from image statistics of matte and glossy surfaces

机译:根据无光泽和有光泽表面的图像统计预测亮度等级

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Humans are able to estimate the reflective properties of the surface (albedo) of an object despite the large variability in the reflected light due to shading. We investigated which statistics of the luminance distribution of matte and glossy three-dimensional virtual objects are used to estimate albedo. Eight naive observers were asked to sort twelve objects in an achromatic virtual scene in terms of their albedo. The objects were positioned uniformly spaced on a horizontal plane, the scene was illuminated by a light probe captured in a natural scene. We chose twelve different reflectances which allowed observers to rank the objects better than chance but not perfectly. The scenes were rendered using radiance, a physically based rendering software. The twelve reflectance values were assigned randomly to the objects in the scenes. The twelve object placed in each scene were randomly chosen from a pool of twenty four tridimensional models, ranging from simple geometrical shapes to complex real object models. Observers were significantly better in ranking matte objects (82% correct) than glossy ones (72% correct). The physical ranking of matte objects was best predicted by the maximum of the luminance distribution whereas the best predictor for the glossy objects was the mean of the distribution. Similarly, the observers judgments for matte objects were best predicted based on the mean, maximum and quartiles of the distribution whereas for glossy objects the maximum was a poor predictor of the observers' judgments. In summary our data suggest that histogram statistics of the luminance distributions of complex objects can support the recovery of their surfaces albedo, despite the fact that this distributions results from the complex interplay of geometry and the structure of the illuminant.
机译:尽管阴影引起的反射光变化很大,但人类仍能够估计物体表面(反照率)的反射特性。我们调查了哪些哑光和有光泽的三维虚拟对象的亮度分布统计数据用于估计反照率。八名天真的观察者被要求根据消色差对一个消色差虚拟场景中的十二个物体进行分类。将物体均匀地放置在水平面上,用自然场景中捕获的光探头照亮场景。我们选择了十二种不同的反射率,这些反射率使观察者对物体的排名比偶然性好,但并非完美。使用基于物理渲染软件radiance渲染场景。将十二个反射率值随机分配给场景中的对象。每个场景中放置的十二个对象是从二十四个三维模型库中随机选择的,模型范围从简单的几何形状到复杂的真实对象模型。观察者在对粗糙对象进行排序(正确率82%)方面比在光滑对象(正确率72%)上明显更好。哑光对象的物理排名最好通过亮度分布的最大值来预测,而光泽对象的最佳预测值是分布的平均值。同样,观察者对无光泽物体的判断最好根据分布的均值,最大值和四分位数来预测,而光泽物体的最大值则不能很好地预测观察者的判断。总而言之,我们的数据表明,复杂对象的亮度分布的直方图统计数据可以支持其表面反照率的恢复,尽管事实是,这种分布是由几何体和光源结构的复杂相互作用造成的。

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