a signal-processing framework for inverse rendering ravi ramamoorthi pat hanrahan stanford...
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A Signal-Processing Framework A Signal-Processing Framework for Inverse Renderingfor Inverse Rendering
A Signal-Processing Framework A Signal-Processing Framework for Inverse Renderingfor Inverse Rendering
Ravi RamamoorthiRavi Ramamoorthi Pat HanrahanPat Hanrahan
Stanford UniversityStanford University
Photorealistic RenderingPhotorealistic RenderingPhotorealistic RenderingPhotorealistic Rendering
Materials/Lighting(Texture Reflectance[BRDF] Lighting)
Realistic input models required
Arnold Renderer: Marcos Fajardo
Rendering Algorithm
80’s,90’s: Physically based
Geometry
70’s, 80’s: Splines90’s: Range Data
FlowchartFlowchartFlowchartFlowchart
Photographs
Geometric model
InverseRenderingAlgorithm
Lighting
BRDF
FlowchartFlowchartFlowchartFlowchart
Photographs
Geometric model
ForwardRenderingAlgorithm
Lighting
BRDF
Rendering
FlowchartFlowchartFlowchartFlowchart
Photographs
Geometric model
ForwardRenderingAlgorithm
BRDF
Novel lighting
Rendering
AssumptionsAssumptionsAssumptionsAssumptions
• Known geometry
• Distant illumination
• Homogenous isotropic materials
• Convex curved surfaces: no shadows, interreflection
Later, practical algorithms: relax some assumptions
• Known geometry
• Distant illumination
• Homogenous isotropic materials
• Convex curved surfaces: no shadows, interreflection
Later, practical algorithms: relax some assumptions
Inverse RenderingInverse RenderingInverse RenderingInverse Rendering
Miller and Hoffman 84
Marschner and Greenberg 97
Sato et al. 97
Dana et al. 99
Debevec et al. 00
Marschner et al. 00
Sato et al. 99
Nishino et al. 01
Lighting
BRDF
Known Unknown
Unknown
Known
Textures are a third axis
Inverse Problems: Difficulties Inverse Problems: Difficulties Inverse Problems: Difficulties Inverse Problems: Difficulties
Angular width of Light Source
Su
rfac
e ro
ugh
nes
sIll-posed
(ambiguous)
ContributionsContributionsContributionsContributions
1. Formalize reflection as convolution
2. Signal-processing framework
3. Analyze well-posedness of inverse problems
4. Practical algorithms
1. Formalize reflection as convolution
2. Signal-processing framework
3. Analyze well-posedness of inverse problems
4. Practical algorithms
Reflection as Convolution (2D)Reflection as Convolution (2D)Reflection as Convolution (2D)Reflection as Convolution (2D)
2
2
id
Li
( )iL Lighting
( )oB Reflected Light Field
( , )i o BRDF
( )iL ( , )i o id2
2
( , )oB
Li o
Reflection as Convolution (2D)Reflection as Convolution (2D)Reflection as Convolution (2D)Reflection as Convolution (2D)
B L
, ,2l p l l pB L Fourier analysis
Li
Li
o
Frequency: product
Spatial: integral
( )iL ( , )i o id2
2
( , )oB
Spherical Harmonic AnalysisSpherical Harmonic AnalysisSpherical Harmonic AnalysisSpherical Harmonic Analysis
, ,2l p l l pB L
2D:
22
0 0 ,( , , , ) ( [ , ]) ( , , , )o o i i i i o o i iB L R d d
3D:
, ,lm pq l lm lq pqB L
( )iL ( , )i o id2
2
( , )oB
Insights: Signal ProcessingInsights: Signal ProcessingInsights: Signal ProcessingInsights: Signal Processing
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Insights: Signal ProcessingInsights: Signal ProcessingInsights: Signal ProcessingInsights: Signal Processing
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Filter is Delta function : Output = SignalFilter is Delta function : Output = Signal
Mirror BRDF : Image = Lighting [Miller and Hoffman 84]
Mirror BRDF : Image = Lighting [Miller and Hoffman 84]
Image courtesy Paul DebevecImage courtesy Paul Debevec
Insights: Signal ProcessingInsights: Signal ProcessingInsights: Signal ProcessingInsights: Signal Processing
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Signal processing framework for reflection• Light is the signal• BRDF is the filter• Reflection on a curved surface is convolution
Signal is Delta function : Output = FilterSignal is Delta function : Output = Filter
Point Light Source : Images = BRDF [Marschner et al. 00]
Point Light Source : Images = BRDF [Marschner et al. 00]
Am
plit
ude
Frequency
Roughness
Phong, Microfacet ModelsPhong, Microfacet ModelsPhong, Microfacet ModelsPhong, Microfacet Models
Mirror
Illumination estimationill-posed for rough surfaces
Inverse LightingInverse LightingInverse LightingInverse Lighting
Well-posed unless denominator vanishes• BRDF should contain high frequencies : Sharp highlights• Diffuse reflectors low pass filters: Inverse lighting ill-
posed
Well-posed unless denominator vanishes• BRDF should contain high frequencies : Sharp highlights• Diffuse reflectors low pass filters: Inverse lighting ill-
posed
,
,
1 lm pqlm
l lq pq
BL
, ,lm pq l lm lq pq
B L
B L
Given: B,ρ find LGiven: B,ρ find L
Inverse BRDFInverse BRDFInverse BRDFInverse BRDF
Well-posed unless Llm vanishes• Lighting should have sharp features (point sources, edges)• BRDF estimation ill-conditioned for soft lighting
Well-posed unless Llm vanishes• Lighting should have sharp features (point sources, edges)• BRDF estimation ill-conditioned for soft lighting
,,
1 lm pqlq pq
l lm
B
L
Directional
Source
Area source
Same BRDF
Given: B,L find ρGiven: B,L find ρ
Factoring the Light FieldFactoring the Light FieldFactoring the Light FieldFactoring the Light Field
Light Field can be factored• Up to global scale factor• Assumes reciprocity of BRDF• Can be ill-conditioned• Analytic formula in paper
Light Field can be factored• Up to global scale factor• Assumes reciprocity of BRDF• Can be ill-conditioned• Analytic formula in paper
Given: B find L and ρGiven: B find L and ρ
B L
4D 2D 3D
More knowns (4D)than unknowns (2D/3D)
More knowns (4D)than unknowns (2D/3D)
Practical IssuesPractical IssuesPractical IssuesPractical Issues
• Incomplete sparse data (few photographs)Difficult to compute frequency spectra
• Concavities: Self Shadowing and Interreflection
• Spatially varying BRDFs: Textures
• Incomplete sparse data (few photographs)Difficult to compute frequency spectra
• Concavities: Self Shadowing and Interreflection
• Spatially varying BRDFs: Textures
Practical IssuesPractical IssuesPractical IssuesPractical Issues
• Incomplete sparse data (few photographs)Difficult to compute frequency spectra
• Concavities: Self Shadowing and Interreflection
• Spatially varying BRDFs: Textures
Issues can be addressed; can derive practical algorithmsDual spatial (angular) and frequency-space representationSimple extensions for shadowing, textures
• Incomplete sparse data (few photographs)Difficult to compute frequency spectra
• Concavities: Self Shadowing and Interreflection
• Spatially varying BRDFs: Textures
Issues can be addressed; can derive practical algorithmsDual spatial (angular) and frequency-space representationSimple extensions for shadowing, textures
Algorithm ValidationAlgorithm ValidationAlgorithm ValidationAlgorithm ValidationPhotograph
Kd 0.91
Ks 0.09
μ 1.85
0.13
“True” values
Algorithm ValidationAlgorithm ValidationAlgorithm ValidationAlgorithm Validation
Renderings
Unknown lighting
Photograph
Known lighting
Kd 0.91 0.89 0.87
Ks 0.09 0.11 0.13
μ 1.85 1.78 1.48
0.13 0.12 .14
“True” values
Image RMS error 5%
Inverse BRDF: SpheresInverse BRDF: SpheresInverse BRDF: SpheresInverse BRDF: Spheres
Bronze Delrin Paint Rough Steel
Photographs
Renderings(Recovered
BRDF)
Complex GeometryComplex GeometryComplex GeometryComplex Geometry
3 photographs of a sculpture• Complex unknown illumination• Geometry known• Estimate microfacet BRDF and distant lighting
SummarySummarySummarySummary
• Reflection as convolution
• Signal-processing framework
• Formal study of inverse rendering
• Practical algorithms
• Reflection as convolution
• Signal-processing framework
• Formal study of inverse rendering
• Practical algorithms
Implications and Future WorkImplications and Future WorkImplications and Future WorkImplications and Future Work
• Frequency space analysis of reflection
• Well-posedness of inverse problems• Perception, human vision• Forward rendering [Friday]
• Complex uncontrolled illumination
• Frequency space analysis of reflection
• Well-posedness of inverse problems• Perception, human vision• Forward rendering [Friday]
• Complex uncontrolled illumination
AcknowledgementsAcknowledgementsAcknowledgementsAcknowledgements• Marc Levoy
• Szymon Rusinkiewicz
• Steve Marschner
• John Parissenti, Jean Gleason
• Scanned cat sculpture is “Serenity” by Sue Dawes
• Hodgson-Reed Stanford Graduate Fellowship
• NSF ITR grant #0085864: “Interacting with the Visual World”
Paper Website: http://graphics.stanford.edu/papers/invrend
• Marc Levoy
• Szymon Rusinkiewicz
• Steve Marschner
• John Parissenti, Jean Gleason
• Scanned cat sculpture is “Serenity” by Sue Dawes
• Hodgson-Reed Stanford Graduate Fellowship
• NSF ITR grant #0085864: “Interacting with the Visual World”
Paper Website: http://graphics.stanford.edu/papers/invrend
Related WorkRelated WorkRelated WorkRelated Work
• Qualitative observation of reflection as convolution: Miller & Hoffman 84, Greene 86, Cabral et al. 87,99
• Reflection as frequency-space operator: D’Zmura 91
• Lambertian reflection is convolution: Basri Jacobs 01
Our Contributions• Explicitly derive frequency-space convolution formula• Formal Quantitative Analysis in General 3D Case
• Qualitative observation of reflection as convolution: Miller & Hoffman 84, Greene 86, Cabral et al. 87,99
• Reflection as frequency-space operator: D’Zmura 91
• Lambertian reflection is convolution: Basri Jacobs 01
Our Contributions• Explicitly derive frequency-space convolution formula• Formal Quantitative Analysis in General 3D Case
Spherical Harmonics (3D)Spherical Harmonics (3D)Spherical Harmonics (3D)Spherical Harmonics (3D)
-1-2 0 1 2
0
1
2
.
.
.
( , )lmY
xy z
xy yz 23 1z zx 2 2x y
Dual RepresentationDual Representation Dual RepresentationDual Representation
Diffuse BRDF: Filter width small in frequency domain
Specular: Filter width small in spatial (angular) domain
Practical Representation: Dual angular, frequency-space
Diffuse BRDF: Filter width small in frequency domain
Specular: Filter width small in spatial (angular) domain
Practical Representation: Dual angular, frequency-space
B Bd
diffuse
Bs,slow
slow specular(area sources)
Bs,fast
fast specular(directional)
= + +
Frequency Angular Space
Inverse LambertianInverse LambertianInverse LambertianInverse LambertianSum l=2 Sum l=4True Lighting
Mirror
Teflon
Other PapersOther PapersOther PapersOther Papers
• Linked to from website for this paper• http://graphics.stanford.edu/papers/invrend/
• Theory• Flatland or 2D using Fourier analysis [SPIE 01]• Lambertian: radiance from irradiance [JOSA 01]
• Application to other areas• Forward Rendering (Friday) [SIGGRAPH 01]• Lighting variability object recognition [CVPR 01]
• Linked to from website for this paper• http://graphics.stanford.edu/papers/invrend/
• Theory• Flatland or 2D using Fourier analysis [SPIE 01]• Lambertian: radiance from irradiance [JOSA 01]
• Application to other areas• Forward Rendering (Friday) [SIGGRAPH 01]• Lighting variability object recognition [CVPR 01]