Structured Highlight Inspection of Specular Surfaces
IEEE Transactions on Pattern Analysis and Machine Intelligence
Surface Reflection: Physical and Geometrical Perspectives
IEEE Transactions on Pattern Analysis and Machine Intelligence
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Environment matting and compositing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Pattern Analysis and Machine Intelligence
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Acquisition and rendering of transparent and refractive objects
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Complete Dense Stereovision Using Level Set Methods
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume I - Volume I
Local Analysis for 3D Reconstruction of Specular Surfaces - Part II
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part II
Helmholtz Stereopsis: Exploiting Reciprocity for Surface Reconstruction
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part III
Discrete and Differential Two-View Constraints for General Imaging Systems
OMNIVIS '02 Proceedings of the Third Workshop on Omnidirectional Vision
A theory of specular surface geometry
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Voxel Carving for Specular Surfaces
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
What Does Motion Reveal About Transparency?
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
A Novel Approach For Texture Shape Recovery
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Photo-Consistent 3D Fire by Flame-Sheet Decomposition
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Transparent Surface Modeling from a Pair of Polarization Images
IEEE Transactions on Pattern Analysis and Machine Intelligence
Efficiently combining positions and normals for precise 3D geometry
ACM SIGGRAPH 2005 Papers
3D Acquisition of mirroring objects using striped patterns
Graphical Models
A Theory of Refractive and Specular 3D Shape by Light-Path Triangulation
ICCV '05 Proceedings of the Tenth IEEE International Conference on Computer Vision - Volume 2
ICCV '05 Proceedings of the Tenth IEEE International Conference on Computer Vision - Volume 2
Shape and materials by example: a photometric stereo approach
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
General specular surface triangulation
ACCV'06 Proceedings of the 7th Asian conference on Computer Vision - Volume Part II
Tomographic reconstruction of transparent objects
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Fluorescent immersion range scanning
ACM SIGGRAPH 2008 papers
A 3D Scanner for Transparent Glass
ICIAP '09 Proceedings of the 15th International Conference on Image Analysis and Processing
Display-camera calibration using eye reflections and geometry constraints
Computer Vision and Image Understanding
Cultural Heritage: A novel approach to documenting artifacts at the Gold Museum in Bogota
Computers and Graphics
Looking Around the Corner using Ultrafast Transient Imaging
International Journal of Computer Vision
A Combined Theory of Defocused Illumination and Global Light Transport
International Journal of Computer Vision
International Journal of Computer Vision
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We investigate the feasibility of reconstructing an arbitrarily-shaped specular scene (refractive or mirror-like) from one or more viewpoints. By reducing shape recovery to the problem of reconstructing individual 3D light paths that cross the image plane, we obtain three key results. First, we show how to compute the depth map of a specular scene from a single viewpoint, when the scene redirects incoming light just once. Second, for scenes where incoming light undergoes two refractions or reflections, we show that three viewpoints are sufficient to enable reconstruction in the general case. Third, we show that it is impossible to reconstruct individual light paths when light is redirected more than twice. Our analysis assumes that, for every point on the image plane, we know at least one 3D point on its light path. This leads to reconstruction algorithms that rely on an "environment matting" procedure to establish pixel-to-point correspondences along a light path. Preliminary results for a variety of scenes (mirror, glass, etc.) are also presented.