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        "title": "Reciprocal Shading for Mixed Reality",
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        "abstract": "Reciprocal shading for mixed reality aims to integrate virtual objects into real environments in a way that they are in the ideal case indistinguishable from real objects. It is therefore an attractive technology for architectural visualizations, product visualizations and for cultural heritage sites, where virtual objects should be seamlessly merged with real ones. Due to the improved performance of recent graphics hardware, real-time global illumination algorithms are feasible for mixed-reality applications, and thus more and more researchers address realistic rendering for mixed reality.\n\nThe goal of this thesis is to provide algorithms which improve the visual plausibility of virtual objects in mixed-reality applications. Our contributions are as follows:\n\nFirst, we present five methods to reconstruct the real surrounding environment. In particular,\nwe present two methods for geometry reconstruction, a method for material estimation at interactive frame rates and two methods to reconstruct the color mapping characteristics of the video see-through camera.\n\nSecond, we present two methods to improve the visual appearance of virtual objects. The first, called differential instant radiosity, combines differential rendering with a global illumination method called instant radiosity to simulate reciprocal shading effects such as shadowing and indirect illumination between real and virtual objects. The second method focuses on the visual\nplausible rendering of reflective and refractive objects. The high-frequency lighting effects caused by these objects are also simulated with our method.\n\nThe third part of this thesis presents two user studies which evaluate the influence of the presented\nrendering methods on human perception. The first user study measured task performance with respect to the rendering mode, and the second user study was set up as a web survey where\nparticipants had to choose which of two presented images, showing mixed-reality scenes, they preferred.",
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        "title": "Reflective and Refractive Objects for Mixed Reality",
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        "abstract": "In this paper, we present a novel rendering method which integrates reflective or refractive objects into a differential instant radiosity (DIR) framework usable for mixed-reality (MR) applications. This kind of objects are very special from the light interaction point of view, as they reflect and refract incident rays. Therefore they may cause high-frequency lighting effects known as caustics. Using instant-radiosity (IR) methods to approximate these high-frequency lighting effects would require a large amount of virtual point lights (VPLs) and is therefore not desirable due to real-time constraints. Instead, our approach combines differential instant radiosity with three other methods. One method handles more accurate reflections compared to simple cubemaps by using impostors. Another method is able to calculate two refractions in real-time, and the third method uses small quads to create caustic effects. Our proposed method replaces parts in light paths that belong to reflective or refractive objects using these three methods and thus tightly integrates into DIR. In contrast to previous methods which introduce reflective or refractive objects into MR scenarios, our method produces caustics that also emit additional indirect light. The method runs at real-time frame rates, and the results show that reflective and refractive objects with caustics improve the overall impression for MR scenarios.",
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        "title": "Reciprocal Shading for Mixed Reality",
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        "abstract": "In this paper we present a novel plausible rendering method for mixed reality systems, which is useful for many real-life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates. The most important such effects are indirect illumination and shadows cast between real and virtual objects.\n\nOur approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. In addition, we avoid artifacts like double shadows or inconsistent color bleeding which appear in previous work. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. The scene gets illuminated by virtual point lights, which use imperfect shadow maps to calculate visibility. A sufficiently fast scene reconstruction is done at run-time with Microsoft's Kinect sensor. Thus a time-consuming manual pre-modeling step of the real scene is not necessary. Our results show that the presented method highly improves the illusion in mixed-reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.",
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        "title": "Interactive BRDF Estimation for Mixed-Reality Applications",
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        "abstract": "We present a novel adaptive color mapping method for virtual objects in mixed-reality environments. In several mixed-reality applications, added virtual objects should be visually indistinguishable from real objects. Recent mixed-reality methods use global-illumination algorithms to approach this goal. However, simulating the light distribution is not enough for visually plausible images. Since the observing camera has its very own transfer function from real-world radiance values to RGB colors, virtual objects look artificial just because their rendered colors do not match with those of the camera.\n\nOur approach combines an on-line camera characterization method with a heuristic to map colors of virtual objects to colors as they would be seen by the observing camera. Previous tone-mapping functions were not designed for use in mixed-reality systems and thus did not take the camera-specific behavior into account. In contrast, our method takes the camera into account and thus can also handle changes of its parameters during runtime. The results show that virtual objects look visually more plausible than by just applying tone-mapping operators.",
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