Fluorescent Immersion Range Scanning
The quality of a 3D range scan should not depend on the surface
properties of the object. Most active range scanning techniques,
however, assume a diffuse reflector to allow for a robust detection
of incident light patterns. In our approach we embed the object into
a fluorescent liquid. By analyzing the light rays that become visible
due to fluorescence rather than analyzing their reflections off the
surface, we can detect the intersection points between the projected
laser sheet and the object surface for a wide range of different materials. For transparent objects we can even directly depict a slice
through the object in just one image by matching its refractive index
to the one of the embedding liquid. This enables a direct sampling
of the object geometry without the need for computational reconstruction. This way, a high-resolution 3D volume can be assembled
simply by sweeping a laser plane through the object. We demonstrate the effectiveness of our light sheet range scanning approach
on a set of objects manufactured from a variety of materials and
material mixes, including dark, translucent and transparent objects.
Projects
Zhao Dong, Wei Hu, Ivo Ihrke, Thorsten Grosch, Hans-Peter Seidel
In: Proceedings of I3D 2010.
Go to project listIn: Proceedings of I3D 2010.
Abstract
Volume caustics are intricate illumination patterns formed by light
first interacting with a specular surface and subsequently being scattered inside a participating medium. Although this phenomenon
can be simulated by existing techniques, image synthesis is usually
non-trivial and time-consuming.
Motivated by interactive applications, we propose a novel volume
caustics rendering method for single-scattering participating media.
Our method is based on the observation that line rendering of illumination rays into the screen buffer establishes a direct light path
between the viewer and the light source. This connection is introduced via a single scattering event for every pixel affected by the
line primitive. Since the GPU is a parallel processor, the radiance
contributions of these light paths to each of the pixels can be computed and accumulated independently. The implementation of our
method is straightforward and we show that it can be seamlessly
integrated with existing methods for rendering participating media.
We achieve high-quality results at real-time frame rates for large
and dynamic scenes containing homogeneous participating media.
For inhomogeneous media, our method achieves interactive performance that is close to real-time. Our method is based on a simplified physical model and can thus be used for generating physically
plausible previews of expensive lighting simulations quickly.
Project Page Video Bibtex
@INPROCEEDINGS{HDI:2010:VolumeCaustics,
author = {Hu, Wei and Dong, Zhao and Ihrke, Ivo and Grosch, Thorsten and Yuan, Guodong and Seidel, Hans-Peter},
title = {Interactive Volume Caustics in Single-Scattering Media},
booktitle = {I3D '10: Proceedings of the 2010 symposium on Interactive 3D graphics and games},
year = {2010},
pages = {109--117},
publisher = {ACM},
}
author = {Hu, Wei and Dong, Zhao and Ihrke, Ivo and Grosch, Thorsten and Yuan, Guodong and Seidel, Hans-Peter},
title = {Interactive Volume Caustics in Single-Scattering Media},
booktitle = {I3D '10: Proceedings of the 2010 symposium on Interactive 3D graphics and games},
year = {2010},
pages = {109--117},
publisher = {ACM},
}