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Interactive virtual relighting of real scenes

机译:真实场景的交互式虚拟补光

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Computer augmented reality (CAR) is a rapidly emerging field whichnenables users to mix real and virtual worlds. Our goal is to provideninteractive tools to perform common illumination, i.e., lightninteractions between real and virtual objects, including shadows andnrelighting (real and virtual light source modification). In particular,nwe concentrate on virtually modifying real light source intensities andninserting virtual lights and objects into a real scene; such changes cannbe very useful for virtual lighting design and prototyping. To achieventhis, we present a three-step method. We first reconstruct a simplifiednrepresentation of real scene geometry using semiautomatic vision-basedntechniques. With the simplified geometry, and by adapting recentnhierarchical radiosity algorithms, we construct an approximation of realnscene light exchanges. We next perform a preprocessing step, based onnthe radiosity system, to create unoccluded illumination textures. Thesenreplace the original scene textures which contained real light effectsnsuch as shadows from real lights. This texture is then modulated by anratio of the radiosity (which can be changed) over a display factornwhich corresponds to the radiosity for which occlusion has been ignored.nSince our goal is to achieve a convincing relighting effect, rather thannan accurate solution, we present a heuristic correction process whichnresults in visually plausible renderings. Finally, we perform anninteractive process to compute new illumination with modified real andnvirtual light intensities
机译:计算机增强现实(CAR)是一个快速兴起的领域,它使用户能够混合现实世界和虚拟世界。我们的目标是提供交互式工具来执行常见的照明,即真实对象与虚拟对象之间的光照交互,包括阴影和非光照(真实和虚拟光源修改)。特别是,我们专注于虚拟修改真实光源的强度,并将虚拟灯光和对象插入真实场景;此类更改对于虚拟照明设计和原型制作可能非常有用。为此,我们提出了一种三步法。我们首先使用基于视觉的半自动技术重建了真实场景几何的简化表示。通过简化的几何形状,并通过适应最新的分层辐射性算法,我们构造了真实场景光交换的近似值。接下来,我们基于光能传递系统执行预处理步骤,以创建不遮挡的照明纹理。替换包含真实光效果的原始场景纹理,例如真实光的阴影。然后,通过在显示因子n上的光能传递比(可以更改)来调制此纹理,该显示因子对应于被忽略了光遮蔽的光能传递.n由于我们的目标是实现令人信服的重新照明效果,而不是精确的解决方案,因此我们提出了启发式校正过程,导致视觉上看起来合理的渲染。最后,我们执行非交互过程,以计算修改后的真实和非真实光强度的新照明

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