Title: Recovering BRDF Models for Architectural Scenes
1Recovering BRDF Models for Architectural Scenes
SIGGRAPH 2000 Course on Image-Based Surface
Details
- Yizhou Yu
- Computer Science Division
- University of California at Berkeley
2Image-based Rendering versus Traditional
Graphics ( circa 1997 )
Improved photorealism - Static scene
configuration - Fixed lighting condition
3Image-based Modeling and Rendering
- Vary lighting
- Recover reflectance properties for multiple
objects in a mutual illumination environment
500am
600am
700am
1000am
4The Problem
- Forward Problem Global Illumination
- Couple lighting and reflectance to generate
images - Backward Problem Inverse Global Illumination
- Factorize images into lighting and reflectance
Illumination
Reflected Light
Reflectance
5Global Illumination
Reflectance Properties
Light Transport
Images
Geometry
Light Sources
6Inverse Global Illumination
Reflectance Properties
Images
Geometry
Light Sources
7Input Images
Every surface should be covered by at least one
photograph A specular highlight should be
captured for every specular surface
8Camera Radiance Response Curve
- Pixel brightness value is a nonlinear function of
radiance. - Debevec MalikSiggraph97 gives a method to
recover this nonlinear mapping.
Intensity
Saturation
Radiance
9In Detail ...
10Recovered Geometry and Camera Pose
11Light Sources
Spherical light sources are easier to model Light
source intensity can be calibrated from dynamic
range images
12Synthesized Images
Original Lighting
Novel Lighting
13A Comparison
Hand-crafted
Recovered
14Outline
- Diffuse surfaces under mutual illumination
- Non-diffuse surfaces under direct illumination
- Non-diffuse surfaces under mutual illumination
15Lambertian Surfaces under Mutual Illumination
- Bi, Bj, Ei measured
- Form-factor Fij known
- Solve for diffuse albedo
16Parametric BRDF Model Ward 92
N
H
Isotropic Kernel
( 3 parameters)
Anisotropic Kernel
( 5 parameters)
17Non-diffuse Surfaces underDirect Illumination
N
P2
H
P1
P2
P1
18Non-diffuse Surfaces under Mutual Illumination
- Problem LPiAj is not known.
( unlike diffuse case, where LPiAj
LCkAj ) - Solution iterative estimation
Source
Aj
LPiAj
LCkAj
Pi
Target
LCvPi
Ck
Cv
19Estimation of Specular Difference S
- Estimate specular component of by
Monte Carlo ray-tracing using current guess of
reflectance parameters. - Similarly for
- Difference gives S
Aj
LPiAj
LPiAj
Pi
LCkAj
Ck
LCkAj
LCvPi
Cv
20Recovering Diffuse Albedo Maps
- Specular properties assumed uniform across each
surface, but diffuse albedo allowed to vary. - Subtract specular
component - Recover pointwise
diffuse albedo
21Results
22Results for the Simulated Case
Diffuse Albedo
Specular Roughness
23Results
24Real vs. Synthetic for Original Lighting
Real
Synthetic
25Diffuse Albedo Maps of Identical Posters in
Different Positions
Poster A
Poster B
Poster C
26Inverting Color Bleed
Input Photograph
Output Albedo Map
27Real vs. Synthetic for Novel Lighting
Real
Synthetic
28Modeling Outdoor Illumination
- The sun
- Diameter 31.8 seen from the earth.
- The sky
- A hemispherical area light source.
- The surrounding environment
- May contribute more light than the sky on shaded
side.
29A Recovered Sky Radiance Model
30Coarse-grain Environment Radiance Maps
- Partition the lower hemisphere
into small regions - Project pixels into regions and
obtain the average radiance
31Comparison with Real Photographs
Synthetic
Real
32Inverse Global Illumination
- Detect specular highlights on the surfaces.
- Choose sample points inside and around
highlights. - Build links between sample points and facets in
the environment - Assign to each facet one photograph and one
average radiance value - Assign zero to Delta_S at each link.
- For iter 1 to n
- For each link, use its Delta_S to update its
radiance value. - For each surface having highlights, optimize its
BRDF parameters. - For each link, estimate its Delta_S with the new
BRDF parameters. - End