Generalized Image Acquisition and Analysis

Discovering the Structure of a Planar Mirror System from Multiple Observations of a Single Point

We investigate the problem of identifying the position of a viewer inside a room of planar mirrors with unknown geometry in conjunction with the room’s shape parameters. We consider the observations to consist of angularly resolved depth measurements of a single scene point that is being observed via many multi-bounce interactions with the specular room geometry. Applications of this problem statement include areas such as calibration, acoustic echo cancelation and time-of-flight imaging. We theoretically analyze the problem and derive sufficient conditions for a combination of convex room geometry, observer, and scene point to be reconstructable. The resulting constructive algorithm is exponential in nature and, therefore, not directly applicable to practical scenarios. To counter the situation, we propose theoretically devised geo- metric constraints that enable an efficient pruning of the solution space and develop a heuristic randomized search algorithm that uses these constraints to obtain an effective solution. We demon- strate the effectiveness of our algorithm on extensive simulations as well as in a challenging real-world calibration scenario.

Projects

Interactive Volume Caustics in Single-Scattering Media

Zhao Dong, Wei Hu, Ivo Ihrke, Thorsten Grosch, Hans-Peter Seidel
In: 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.
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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},
}
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