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Interactive BRDF Estimation for Mixed-Reality Applications Martin Knecht, Georg Tanzmeister, Christoph Traxler, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University of Technology

Interactive BRDF Estimation for Mixed-Reality Applications

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Interactive BRDF Estimation for Mixed-Reality Applications. Martin Knecht, Georg Tanzmeister, Christoph Traxler, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University of Technology. Motivation. Goal of our mixed reality framework - PowerPoint PPT Presentation

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Page 1: Interactive BRDF Estimation for Mixed-Reality Applications

Interactive BRDF Estimation for Mixed-Reality Applications

Martin Knecht, Georg Tanzmeister, Christoph Traxler, Michael Wimmer

Institute of Computer Graphics and Algorithms

Vienna University of Technology

Page 2: Interactive BRDF Estimation for Mixed-Reality Applications

Motivation

Goal of our mixed reality frameworkLight interaction between real and virtual objects

Materials of real objects must be known

Martin Knecht 2

Page 3: Interactive BRDF Estimation for Mixed-Reality Applications

Problem Statement

Material estimation should not need any preprocessing

Use Kinect sensor and fish-eye lense camera for data acquisition

Should run at interactive framerates

Use GPU wherever possible

Should estimate Phong parameters Used in mixed reality framework

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Page 4: Interactive BRDF Estimation for Mixed-Reality Applications

Similar to pipeline of Zheng et al. 2009

Estimation Pipeline

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Page 5: Interactive BRDF Estimation for Mixed-Reality Applications

Input Data for Estimation

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Highlight Removal

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Page 7: Interactive BRDF Estimation for Mixed-Reality Applications

Highlight Removal

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Page 8: Interactive BRDF Estimation for Mixed-Reality Applications

Diffuse Reflectance Estimation

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Page 9: Interactive BRDF Estimation for Mixed-Reality Applications

Diffuse Reflectance Estimation

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Inverse shading:

Page 10: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering

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Page 11: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering 1/5

Assumption: similar color same material

Same material same specular parameters

Clustering executed on the diffuse estimation

Novel hybrid CPU/GPU K-Means1) Initialize cluster centers

2) Assign pixel to nearest cluster center

3) Calculate new cluster centers

4) Repeat steps 2 & 3

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Clustering 2/5

1) Initialize cluster centersRandom cluster centers

Exploit temporal coherenceReuse of cluster centers of previous frame

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Page 13: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering 3/5

2) Assign pixel to nearest cluster center

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Cluster ShaderRGBC1

RGBC2

...

...

Cluster 1 Cluster 2 Cluster 6 Bitmask 1 Bitmask 2...

Page 14: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering 4/5

3) Calculate new cluster centers

1x1 Mipmap is the average over all pixel

New cluster center:

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1x1 RGBD

1x1 Bitmask

TRGBD

T*

Page 15: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering 5/5

4) Repeat steps 2 & 3

Repeat until no pixel changes cluster Standard stopping criteria too conservative

Max. 20 iterations

Check variance change of distances

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Page 16: Interactive BRDF Estimation for Mixed-Reality Applications

Clustering 5/5

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Page 17: Interactive BRDF Estimation for Mixed-Reality Applications

Specular Reflectance Estimation

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Page 18: Interactive BRDF Estimation for Mixed-Reality Applications

Specular Reflectance Estimation

Done on a per cluster basis same material

CPU based nonlinear function solver

Variables: Specular parameter

Light positions

Evaluation of objective function done on GPUSimilar mipmap method used as for clustering

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Page 19: Interactive BRDF Estimation for Mixed-Reality Applications

Specular Reflectance Estimation

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Page 20: Interactive BRDF Estimation for Mixed-Reality Applications

Results - Estimation

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Diffuse component

Phong shaded image

Specular component+

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Results – Timings

BRDF estimation runs at ~2.8 fps

Two tasks with major impact K-Means clustering

Specular estimation

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Normal estimation 0,57 msHighlight removal 0,94 msDiffuse estimation 0,23 msK-Means 39,08 msSpecular estimation 315,76 ms

< 0.5 %

~ 11 %

~ 88,5 %

Page 22: Interactive BRDF Estimation for Mixed-Reality Applications

Differential Instant Radiosity

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Page 23: Interactive BRDF Estimation for Mixed-Reality Applications

Results – Mixed Reality Integration

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Page 24: Interactive BRDF Estimation for Mixed-Reality Applications

Limitations

Kinect sensor does not work everywhere

Bright objects are discarded from estimation

Shadows are not considered

No estimation of optimal amount of clusters

No integration of data over time

Simplifications lower quality of estimation

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Page 25: Interactive BRDF Estimation for Mixed-Reality Applications

Conclusion & Future work

BRDF estimation without any preprocessing

Hybrid CPU/GPU K-Means implementation

Runs at interactive framerates

Future workImprove speed specular estimation

Improve quality BRDF estimation

Exploit temporal coherence more often

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Page 26: Interactive BRDF Estimation for Mixed-Reality Applications

Thank you for your attention!

Supported by grand from the FFG-Austrian Research Promotion Agency under the Program “FIT-IT Visual

Computing” Project Nr.: 820916

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