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2010 IEEE Virtual Reality Conference
Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution
Waltham, MA
March 20-March 24
ISBN: 978-1-4244-6237-7
| ASCII Text | x | ||
| Saulo Pessoa, Guilherme Moura, Joao Lima, Veronica Teichrieb, Judith Kelner, "Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution," Virtual Reality Conference, IEEE, pp. 3-10, 2010 IEEE Virtual Reality Conference, 2010. | |||
| BibTex | x | ||
| @article{ 10.1109/VR.2010.5444836, author = {Saulo Pessoa and Guilherme Moura and Joao Lima and Veronica Teichrieb and Judith Kelner}, title = {Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution}, journal ={Virtual Reality Conference, IEEE}, volume = {0}, year = {2010}, isbn = {978-1-4244-6237-7}, pages = {3-10}, doi = {http://doi.ieeecomputersociety.org/10.1109/VR.2010.5444836}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - Virtual Reality Conference, IEEE TI - Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution SN - 978-1-4244-6237-7 SP3 EP10 A1 - Saulo Pessoa, A1 - Guilherme Moura, A1 - Joao Lima, A1 - Veronica Teichrieb, A1 - Judith Kelner, PY - 2010 KW - bidirectional reflectance distribution function KW - photorealistic rendering KW - augmented reality KW - global illumination KW - BRDF solution KW - image based lighting approach KW - color bleeding KW - specular reflection KW - sampling method KW - spherical harmonics transformation pass KW - Fresnel effect KW - tangent rotation parameterization VL - 0 JA - Virtual Reality Conference, IEEE ER - | |||
This paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is used, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited.
Index Terms:
bidirectional reflectance distribution function, photorealistic rendering, augmented reality, global illumination, BRDF solution, image based lighting approach, color bleeding, specular reflection, sampling method, spherical harmonics transformation pass, Fresnel effect, tangent rotation parameterization
Citation:
Saulo Pessoa, Guilherme Moura, Joao Lima, Veronica Teichrieb, Judith Kelner, "Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution," vr, pp.3-10, 2010 IEEE Virtual Reality Conference, 2010
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