BRDF approximation and estimation for Augmented Reality

Patrick K├╝htreiber
BRDF approximation and estimation for Augmented Reality
, October 2010

Information

Abstract

In Augmented Reality applications it is important to have a good description of the surfaces of real objects if a consistent shading between real and virtual object is required. This thesis emphasizes on this topic as the thesis is a part of the RESHADE1 project whose aim is to deliver a scene of virtual and real objects mixed together where difference is not noticable for the viewer. That means that virtual objects also influence the appearance of the real objects. If such a description of a surface is not available it has to be estimated or approximated during runtime.

In my bachelor thesis I will present certain methods that deal with real-time bi-directional reflectance distribution function (BRDF) approximation in augmented reality. Of course the most important thing is that the applications I present all work in real-time and compute good (and real) looking results.

There are different methods on how to achieve this goal. Most of the methods I am going to present work via image based lighting and require a 3D polygonal mesh representation of the object whose BRDF shall be approximated. Some methods estimate the BRDF parameters via error values and provide results at each iteration.

Additional Files and Images

paper: BRDF approximation and estimation for Augmented Reality paper: BRDF approximation and estimation for Augmented Reality

Weblinks

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BibTeX

@techreport{kuehtreiber_patrick_2010-BAR,
  title =      "BRDF approximation and estimation for Augmented Reality",
  author =     "Patrick K{"u}htreiber",
  year =       "2010",
  abstract =   "In Augmented Reality applications it is important to have a
               good description of the surfaces of real objects if a
               consistent shading between real and virtual object is
               required. This thesis emphasizes on this topic as the thesis
               is a part of the RESHADE1 project whose aim is to deliver a
               scene of virtual and real objects mixed together where
               difference is not noticable for the viewer. That means that
               virtual objects also influence the appearance of the real
               objects. If such a description of a surface is not available
               it has to be estimated or approximated during runtime.  In
               my bachelor thesis I will present certain methods that deal
               with real-time bi-directional reflectance distribution
               function (BRDF) approximation in augmented reality. Of
               course the most important thing is that the applications I
               present all work in real-time and compute good (and real)
               looking results.  There are different methods on how to
               achieve this goal. Most of the methods I am going to present
               work via image based lighting and require a 3D polygonal
               mesh representation of the object whose BRDF shall be
               approximated. Some methods estimate the BRDF parameters via
               error values and provide results at each iteration.",
  month =      oct,
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  institution = "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  note =       "human contact: technical-report@cg.tuwien.ac.at",
  keywords =   "Real-time BRDF approximation, Augmented Reality",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2010/kuehtreiber_patrick_2010-BAR/",
}