“Acquiring perceptually diffuse shading from general objects in actual scenes” by Yao, Kawamura and Kojima
Conference:
Type(s):
Title:
- Acquiring perceptually diffuse shading from general objects in actual scenes
Presenter(s)/Author(s):
Abstract:
Recently, augmented reality has started to be used in interactively simulating clothes, furnitures, and so on in actual scenes. In such applications, the shading of synthesized CG objects should be matched to those scenes to achieve a sense of reality. Although many techniques have been proposed to match the shading of CG objects to actual scenes, typically they require the use of light probes such as mirrored spheres [Debevec 1998]. However, such light probes are not always available in interactive simulation situations.
References:
1. Debevec, P. 1998. Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography. In ACM SIGGRAPH 1998, 189–198.
2. Motoyoshi, I., Nishida, S., Sharan, L., and Adelson, E. H. 2007. Image statistics and the perception of surface qualities. Nature 447, 7141 (may), 206–209.
Additional Images:
![©Yasuhiro Yao, Harumi Kawamura, and Akira Kojima](https://history.siggraph.org/wp-content/uploads/2024/01/2012-Posters-Yao_Acquiring-Perceptually-Diffuse-Shading-from-General-Objects-in-Actual-Scenes-03.png)
![©Yasuhiro Yao, Harumi Kawamura, and Akira Kojima](https://history.siggraph.org/wp-content/uploads/2024/01/2012-Posters-Yao_Acquiring-Perceptually-Diffuse-Shading-from-General-Objects-in-Actual-Scenes-05.png)