Recovering Three-Dimensional Shape from a Single Image of Curved Objects
IEEE Transactions on Pattern Analysis and Machine Intelligence
Obtaining shape from shading information
Shape from shading
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Inverse global illumination: recovering reflectance models of real scenes from photographs
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Pattern Analysis and Machine Intelligence
International Journal of Computer Vision
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image-based reconstruction of spatial appearance and geometric detail
ACM Transactions on Graphics (TOG)
Shape Representations from Shading Primitives
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume II - Volume II
Shading Primitives: Finding Folds and Shallow Grooves
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
A Class of Photometric Invariants: Separating Material from Shape and Illumination
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Digital photography with flash and no-flash image pairs
ACM SIGGRAPH 2004 Papers
Flash photography enhancement via intrinsic relighting
ACM SIGGRAPH 2004 Papers
Shape from Shading: A Well-Posed Problem?
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
ACM SIGGRAPH 2006 Papers
Computing consistent normals and colors from photometric data
3DIM'99 Proceedings of the 2nd international conference on 3-D digital imaging and modeling
Statistical acquisition of texture appearance
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Image-Based Lunar Surface Reconstruction
Proceedings of the 31st DAGM Symposium on Pattern Recognition
A case study evaluation: perceptually accurate textured surface models
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
High-quality single-shot capture of facial geometry
ACM SIGGRAPH 2010 papers
AppGen: interactive material modeling from a single image
Proceedings of the 2011 SIGGRAPH Asia Conference
High-resolution relightable buildings from photographs
ACM SIGGRAPH 2011 Talks
Transfer of albedo and local depth variation to photo-textures
Proceedings of the 9th European Conference on Visual Media Production
Practical SVBRDF capture in the frequency domain
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hi-index | 0.00 |
Capturing detailed surface geometry currently requires specialized equipment such as laser range scanners, which despite their high accuracy, leave gaps in the surfaces that must be reconciled with photographic capture for relighting applications. Using only a standard digital camera and a single view, we present a method for recovering models of predominantly diffuse textured surfaces that can be plausibly relit and viewed from any angle under any illumination. Our multiscale shape-from-shading technique uses diffuse-lit/flash-lit image pairs to produce an albedo map and textured height field. Using two lighting conditions enables us to subtract one from the other to estimate albedo. In the absence of a flash-lit image of a surface for which we already have a similar exemplar pair, we approximate both albedo and diffuse shading images using histogram matching. Our depth estimation is based on local visibility. Unlike other depth-from-shading approaches, all operations are performed on the diffuse shading image in image space, and we impose no constant albedo restrictions. An experimental validation shows our method works for a broad range of textured surfaces, and viewers are frequently unable to identify our results as synthetic in a randomized presentation. Furthermore, in side-by-side comparisons, subjects found a rendering of our depth map equally plausible to one generated from a laser range scan. We see this method as a significant advance in acquiring surface detail for texturing using a standard digital camera, with applications in architecture, archaeological reconstruction, games and special effects.