Research Plans
Ying Feng, May 2001
Current Topic: Lighting Calibration for AR Systems
Motivation
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Augmented Reality: AR is a technology in which a user's view of the real
world is enhanced with additional information generated from a computer
model.
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Requirements: precise calibration, registration of sensors and objects
in the scene, detailed understanding of the scene
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As for illumination: To blend the real world seamlessly with the virtual
world, we must solve the problems of common viewing parameters, common
visibility and common illumination
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Goals:
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Ideally, estimate the parameters of the light sources in the real world:
shape, size, direction, position, intensity, color
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An accurate estimate is very hard, use simulations for light sources so
virtual objects illuminated with the simulated lights will appear as if
being illuminated from real world light sources.
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Simulate interactions between real & virtaul objects without global
illumination: shadow casting, transparencies
Related Work
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Shape from shading:
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Reflectance map: assume known illumination and surface reflectivity, estimate
3D shape from image shading by solving partial differential equations
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Assume no knowledge of imaging geometry, deduce light direction and surface
orientation by approximating the solution with least square methods and
other qualitative analysis
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Reshading: illuminate current objects under novel lighting conditions:
find the parameters of the lighting and reflectance models that best explain
measured values in various pictures, and use these to reshading objects
under novel illumination conditions
My Approaches So Far
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For lighting calibration in AR systems (in contrast to shape from
shading for image processing)
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We have the advantage to use objects with known shapes and reflectance
models.
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Assuming the environment doesn't change much, calibration only needs to
be done during system initialization (not in real time)
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However, the lighting model we use should not be too complicated, as we
need to illuminate virtual objects in real time.
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At the moment, start with a straight forward linear model:
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Simulate various lighting situations as the linear sum of multiple point
lights (or parallel lights) evenly distributed on a sphere, with different
weights as their intensities.
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Consider only diffuse lights and reflections, use a sphere with lambertian
surface with gray color, assume albedo is known.
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Sample light intensities at various points on the sphere, calculate the
normals, obtain an array of linear eqations in terms of the intensity weights.
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Find the least square solutions to the linear equations.
Problems
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The model itself might be oversimplified:
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Will the aggregation of discrete point lights simulate extended lights
or spot lights with various shape and size and other properties?
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Might need to use a densely distributed model for better approximation,
but then the calibration and illuminatino computation will be more complicated,
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Object used in calibration:
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Impossible to find a perfect sphere with perfect lambertian surface in
real world.
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The albedo itself needs to be calibrated in advance.
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How to choose the intensity samples?
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Too sparse: won't reflect the rapid change when the reflectance function
is highly sensitive to incident direction.
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Too dense: noisy surface, overfitting problem.
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Good only for nearly diffuse reflectors.
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Dense samples where surface is perpendicular to lighting direction, sparse
samples where they are parallel - not known a priori.
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Casting shadows
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Simulated light sources may not cast shadows correctly, which depends on
the original position and direction of the real lights.
Further Steps
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Move the experiments into real world
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Consider more complicated models under specific situations (instead of
a general model for all)
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Indoor situations: mostly extended or spot lights, usually from top, within
a certain distance -- simulate with an array of spot lights from above,
add attenuation and distance factors into the equations.
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Outdoor situation: mostly sunlight, skylight or light from environment
-- not good to simulate with discrete point lights, should build models
for the sun and sky respectively.
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Make calibration interactive, let user indicate/adjust light directions
when they are obvious.
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Use multiple pictures for sampling:
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One image can only show shading facing the viewer, can not estimate lighting
from the back
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Need at least a front and a back picture, maybe even one on each side.
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Combine specular light and reflection
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Specular reflection is very useful for highlight detection, which gives
a direct hint on the light direction.
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Hint from the light probe approach: photograph a spherical first-surface
mirror placed near the desired location of the synthetic object, obtain
the radiance map and trace the ray from camera back to pixel and to light
source.
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Specular reflection is view-dependent, need to consider camera parameters.
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Eventually we want to calibrate the color of the light as well
Summer Plan
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Responsive Information Architects (RIA): engage users in multimodal
interaction and respond to their information requests by presenting them
with an automatically generated multimedia tour of relevant information.
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My part: visual representation and interaction for both the 3D objects
and relevant information
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Semantic representation of the graphics
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According to the current query, retrieve best matches from previous generated
graphics and adapt them to current needs.
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Involve semantic similarity comparison, information visualization, and
automatic 3D graphics generation.
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Relationship with AR and future options
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Combine AR and IV: augment real world with IV
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RIA long term plan will involve both visual illustration objects and visual
actors (avatars)