PROJECTS:
Light capture : Image-based
re-lighting of multi-camera captured action
In our previous work
we developed a studio system
that allowed us to capture action in our
experimental studio from 12 cameras synchronously in a chroma-keying
environment. A 3D model of the actor is generated using a visual
hull computation. The aim was to integrate the captured action into
a different scene, e.g. for special effects. A limiting factor was
that the original images were taken under the studio illumination and
could not be re-lit to match a different lighting situation.
As an extension
of this work we are proposing to capture a high dynamic range illumination
map of the studio that allows to compute the diffuse surface reflection
parameters of the foreground action. Once we have the surface properties
we can integrate the studio scene into a different scene illumination
captured again with a HDR illumination map. Both illumination maps
are generated from a series of images of the studio and the target
scene using a camera equipped with a spherical (fish-eye) lens.
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Fig.
1: a) input image, b) wireframe rendered image of the 3D model,
c) irradiance image and d) the estimated diffuse reflectance. |
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Fig. 1 shows results
of a test production. A scene with a boy was captured using 12 cameras
simultaneously (just one camera image shown). Using a visual hull computation
this gives a 3D model of the scene as depicted in image b) of Fig.
1. The model is made of 3000 triangles and shows some typical artefacts
due to principle limitations of the visual hull reconstruction.
The picture c) of
Fig. 1 shows the irradiance image rendered from the 3D scene model
and an illumination map of the studio with a global illumination approach.
The irradiance image is then used to compute the diffuse reflectance
component from the input image as shown in picture e). Most of the
shading effects have been compensated. The remaining problems (like
the area on the boy's chest) are mainly due to errors in the visual
hull.
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Fig.
2: An
example of usage of the reflectance model using the original image
(left) and our reflectance model (right). |
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Fig. 2 gives an
example of the usage of the computed reflectance model in a different
illumination environment. The boy is sitting on a 'space scooter' and
is moving forward from the inside of a room (top image) into bright
sunlight. The pictures are rendered with a commercial animation and
rendering package. The bottom left of Fig. 2 shows the use of the original
camera image in this situation and the right image shows the use of
the reflectance map computed with our method. It can be seen that the
use of our reflectance model is producing more realistic results under
this changed lighting conditions.
The results show
that the proposed approach is increasing the range in which the illumination
can be changed from the original studio lighting.
The additional operational overhead for achieving that is relatively low since
only the illumination map has to be captured in addition to the set-up of the
multi-camera system.
A limiting factor
of the method is the quality of the 3D models. In particular the surface
normals that can be derived from the visual hull computation are not
very precise. The diffuse component of the reflection can be still
computed quite robustly since it is integrating over the hemisphere
of each object surface point.
However more work
will be carried out in the future to increase quality of the surface
reflectance parameters. This will mainly target the accuracy of the
3D reconstruction that would allow better estimation of the surface
normals and finally the consideration of the specular components. |