Inverse Rendering Algorithms
Simon Gibson, University of Manchester, UK
email:gibsons@cs.man.ac.uk
My current research interests lie in the development of inverse
rendering algorithms for virtual and mixed-reality applications. In
particular, I have recently been examining the problem of
reconstructing geometry and illumination information from images of
real-world environments. One particular application of these inverse
illumination algorithms is in capturing illumination data for use in
augmented reality applications, where synthetic objects need to be
illuminated by the same light as the real objects in the scene.
Figure: Digital photograph of a real scene (left), and synthetic
renderings using reconstructed illumination and material data (middle
and right).
Accurately estimating illumination in general environments is a
difficult problem. In many cases, such as outdoor or large indoor
scenes, obtaining a complete geometric model is not
possible. Additionally, capturing radiometric information (in the form
of photographs) for each surface is a time-consuming task. The
environment could also be illuminated by many different types of light
sources, or a mixture of nat
ural and artificial illumination. A
flexible inverse illumination algorithm should work with partial
geometric and radiometric models, and be able to handle arbitrary
types and mixtures of illumination.
Because of the complexity of the task, any algorithm which will work
robustly under these conditions must make simplifying assumptions
about the way which illumination is captured and used. It is here that
knowledge of the human visual system will be of great benefit, both in
simplifying the process of capturing illumination data and
accelerating the rendering of synthetic objects. If we require our
augmented reality renderings to be visually accurate, rather than
physically accurate, can we use this to ease the process of capturing
illumination data? Interesting questions arise, such as how
accurately must indirect illumination be represented? Do we need to
know the exact position and size of each light-source in order to
render accurate shadow boundaries, or will approximations suffice?
Also, given the fact that we have limited resources available for
rendering, which aspects of the illumination should take precedence
when interactive frame-rates are required?
It is problems like these which I feel need to be addressed if
visually realistic augmented reality is to be achieved. The issue of
perceptually accurate illumination in mixed-reality applications has
received little attention compared to other fundamental problems like
tracking and image display, and I hope that discussions at this
campfire will start to raise to some of these issues.
© Copyright is held by the author, Simon Gibson, 2001
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