The Shading Probe: Fast Appearance Acquisition for Mobile AR

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The Shading Probe: Fast Appearance Acquisition for Mobile AR Dan Andrei Calian * Kenny Mitchell Derek Nowrouzezahrai Jan Kautz * * University College London Disney Research Zürich University of Montreal

Problem Statement Realistic shading of virtual objects in an AR setting; e.g.: [Aittala 2010]

Problem Statement Realistic shading of virtual objects in an AR setting; e.g.: [Aittala 2010]

Problem Statement Realistic shading of virtual objects in an AR setting; e.g.: On mobiles [Aittala 2010]

Shading Consistency Lighting and shading consistency is still a challenge in AR, as it requires: An accurate estimate of real-world lighting A compatible and realistic shading model Modulating the shading of real-world objects to account for the virtual objects

Shading Consistency Lighting and shading consistency is still a challenge in AR, as it requires: An accurate estimate of real-world lighting A compatible and realistic shading model Modulating the shading of real-world objects to account for the virtual objects

Augmented Reality Geometric calibration [AR Toolkit] [Qualcomm Vuforia] [Schmalstieg and Hollerer 2013] [Izadi et al. 2011] [Kissling et al. 2012]

Augmented Reality Radiometric calibration Estimating HDR incident lighting: Chrome spheres [Debevec et al. 2002] Single-shot light probes [Debevec et al. 2012] Fish-eye cameras [Knecht et al. 2010] LDR to HDR Multiple LDR photographs [Debevec and Malik 2008] Multi-orientation photographs [Szeliski and Shum 1997] Videos [Diverdi et al. 2008]

Augmented Reality Realistic real-time rendering PRT is coupled with complex shading models using the spherical harmonics representation of lighting [Nowrouzezahrai et al. 2011] Shading is computed using Imperfect Shadow Maps [Knecht et al. 2011] Shading is computed using Irradiance Caching and ray-tracing [Kan and Kaufmann 2013] Etc. Desktop-class hardware! On mobiles via cloud? Latency issues

Augmented Reality Lighting and shading consistency has been traditionally solved by: Incident illumination registration and capture Using a reflective or diffuse sphere Radiometric calibration Temporally-stable HDR lighting estimation Shading computation Realistic light transport algorithms

Augmented Reality Lighting and shading consistency has been traditionally solved by: Incident illumination registration and capture Using a reflective or diffuse sphere Radiometric calibration Temporally-stable HDR lighting estimation: costly & noisy Shading computation Realistic light transport algorithms: prohibitively costly

The Shading Probe

Intuition Probe We want to: Capture the environment cues On a probe Such that each point on the probe sees a different part of the environment Environment

Intuition We can: Introduce separators to split the environment into partitions Separators

Intuition We can: Introduce flat faces to collect the incoming radiance from each partition Flat faces

Intuition We can: Color the separators black to cancel out interreflections

Design We propose a family of probe designs that: Bin the sphere of directions Induce an orthogonal piecewise-constant spherical basis set Allows us to capture basis-convolved illumination directly As an LDR signal Ready to be fed into a PRT framework

Scenario Optimisation General case Approximately-uniformly partitioned (Spherical Voronoi diagram) 6D and 14D

Scenario Optimisation Indoor Assume most light originates from above Outdoor Tracks sun path Using date and location High-frequency shadows

Probe Geometry Two parts Outer shell Bins spherical visibility Black to suppress indirect light Kernel Faces capture basis-convolved illumination White indoors Grey outdoors (HDR Sun)

Probe Geometry Automatically generated from partition directions using CSG Manufactured by 3D printing

Acquisition Requires capturing one shading value for each of the n faces of the kernel User rotates camera around the probe Samples are captured automatically Captured radiance samples are linearised Inverting camera gamma The only processing done for lighting capture

Acquisition Process Sphere outline indicates visibility from camera Occluded Visible Sphere fill indicates captured shading

Acquisition: Video

Rendering Probe induces a piece-wise approximately constant orthogonal spherical basis set Each partition i corresponds to a basis: b i (ω) b i (ω) = cos(n i, ω) + V i (ω) Where V i (ω) = 1 if ω is in the partition P i And 0 otherwise

Rendering Probe induces a piece-wise approximately constant orthogonal spherical basis set Each partition i corresponds to a basis: b i (ω) b i (ω) = cos(n i, ω) + V i (ω) Where V i (ω) = 1 if ω is in the partition P i And 0 otherwise

Rendering Rendering uses diffuse PRT Transport pre-computed using probe s induced basis Lighting basis coefficients are the captured shading samples ( * a constant factor)

Results: Synthetic Input 14D 14D-Indoor 14D-Outdoor 25-SH 110D

Results: Synthetic Input 14D-Outdoor 25-SH High frequency shadows

Results: Synthetic Input 14D 14D-Indoor 14D-Outdoor 25-SH 110D

Results: Real Input

Results: Video

Limitations In the discretisation limit, such a probe becomes specular Only diffuse reflectance remains possible within reasonable computation and memory constraints Inherits limitations of PRT Requires pre-computation Probe s induced basis set not closed under rotation

Future Work Glossy probe Material reflectance lobe used as basis No need for outer shell Requires precise control over glossiness Improving tracking accuracy 3D model-based tracking for anisotropic probes Embedding markers within unused probe geometry Handling high-frequency light transport

Rendering: Details The shading of a flat patch i is S i = = L n i, V i = ρ L π in (ω)v i (ω)(n i ω) + dω Ω L in (ω)(n i ω) + dω = ρ π Ω Assuming L in (ω) is cst. across the i-th partition, we denote it by L in(i) and re-arrange the equation to yield it We define the (orthonormalised) basis function b i (ω) which corresponds to partition i, such that L in(i) becomes the coefficient for the basis b i

Probe Geometry: Zoomed in

Probe Geometry: Details Geometry is automatically generated from partition directions (CSG): Shell = Sphere generalized cones of partition boundaries Kernel = Sphere aligned planes with partition directions