情報処理学会研究報告 IPSJ SIG Technical Report Vol.2014-CVIM-190 No /1/24 RGB-D *1 *1 *1 Relighting with Dynamic Light Environments Using an RGB-D Camera
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1 RGB-D *1 *1 *1 Relighting with Dynamic Light Environments Using an RGB-D Camera Takuya Ikeda *1 Francois de Sorbier *1 and Saito Hideo *1 Abstract RGB-D GPU 10fps Keywords : Relighting, Lambertian model, RGB-D camera, GPU 1 (Relighting) CG [1] Augmented Reality AR AR [2] 3 Src Dst *1 *1 Keio University Dst Dst Zhen [3] 1 3 Zhen Lambertian Zhen Lambertian Debevec [4] Wenger [5] Light Stage Reflectance Functions 3 Wenger Light Stage 1
2 (Src) (Src) (Src) (Dst) (Dst) SH [10] SH [12] [3] 1 Fig. 1 Proposed relighting flow. RGB-D RGB-D 30fps Dst AR 2 1 RGB-D 1 1 Src Dst Dst SH Src Dst Dst GPU 2.1 Chen [6] ( 2 (a)) Canny n n 1, 0 M c M d M f 2 M f = M d ANDM c (1) 2
3 1 n c n d n c < n d 2(b) 2 Chen [6] Chen region growing k-means Chen k-means GPU [7] RGB-D D D t (u) = 1 k(u) v Ω s,d t 1 / 0 g s (u v)g c (i(u) i(v))d t 1 (v) (2) g s g c σ s, σ c Ω s u n s u v i(u) i(v) D t 1 (v) v k ( u) k(u) = v Ω s,d t 1 / 0 g s(u v)g c (i(u) i(v)) k-means u u v Ω s 2 (2) (2) t D t D m 2(c) (d) RGB-D 2(e) (f) (a) (d) (b) (e) 2 Fig. 2 Depth map modification. (c) (f) K V (u) = D m K 1 [u, 1] 3 V RGB-D OpenNI [8] D m D b (u) = 1 k (u) v Ω s g s (u v)g d (D m (u) D m (v))d m (v) (3) D b g s g d σ s, σ d Ω s u n s D m (u) D m (v) k ( u) Stefan [9] Stefan 3 9 3
4 3 Stefan 2 2 u = (u, v) N(u) N(u) = (V (u+1, v) V (u, v)) (V (u, v+1) V (u, v)) N(u) 2.3 cube map cube map 3(a) 3(b) ( ) cube map cube map cube map cube map 2.4 Zhen [3] 3 x E(x) E(x) = L(ω)max(cos θ, 0)dω (4) Ω L(ω) x ω = (θ, ϕ) max(cos θ, 0) dω x (a) 3 Fig. 3 (b) cube map cube map. Camera and cube map coordinates. θ ϕ L(ω) max(cos θ, 0) SH [10] Ramamoorthi [11] (4) SH E(x) = l l=0 m= l A l (θ)l lm Y lm (ω) (5) Y lm (ω) SH A l (θ) L lm max(cos θ, 0) L(ω) SH 2.3 SH Ramamoorthi [11] ronbun 9 SH l = 2 9 SH max(cos θ, 0) θ = 0 A std l = A l (0) A std l SH [12] A l (θ) Lambertian Src Dst i dst (u) = i src (u) Esrc (x) E dst (x) (6) i dst (u) u i src (u) E src (x) Src L src lm E dst (x) Dst L dst lm Dst 3 Src 4 Src 4
5 4 Src Fig. 4 The Object and Src light environment using our experiment. Human 3(b) cube map D Microsoft Kinect RGB RGB RGB- RGB- D OpenNI [8] 5cm 1 GPU GPU kmeans SH GPU [7] [12] [13] OS: Windows7 CPU: Intel Core i7-3940xm 3.00GHz RAM: 32.0GB GPU: NVIDIA GeForce GTX 680M :Microsoft Visual C Table 1 Parameters of experiment. Human n d 10 n c 8 [6] σ s 1.4 σ c 1.2 n s 5 t 40 k-means Cluster number 20 Iteration 20 σ s 150 σ d 60 n s 13 Dst Night Road Dst cube map 2 1 st 49 th 159 th 222 th 3 k-means CPU GPU 9 Human 10.20fps 2 3 Computation time. Human [9] SH [12] 0.01 [3] (Human) Src (z+ ) 4 RGB-D 5
6 1st frame 159th frame 49th frame 222th frame 図 5 リライティング結果 (Human) Fig. 5 Relighting results of Human. とした また 提案手法の処理を GPU による並列演 算で高速化する事により 動的環境に対して約 10fps の速度でリライティングを行えることを示した 今後 [6] の課題として 鏡面反射を含む陰影や影を考慮したモ デルを用いたリライティングの精度向上を目指す 参考文献 [1] [2] Paul Debevec Rendering synthetic objects into real scenes: bridging traditional and image-ased graphics with global illumination and high dynamic range photography, SIGGRAPH, pp , [3] Zhen Wen, Zicheng Liu and Thomas S Huang Face Relighting with Radiance Environment Maps, Computer Vision and Pattern Recognition, pp , [4] Paul Debevec, Tim Hawkins, Chris Tchou and Haarm-Pieter Duiker, Westley Sarokin and Mark Sagar Acquiring the reflectance field of a human face, SIGGRAPH, pp , [5] Andreas Wenger, Andrew Gardner, Chris Tchou, Jonas Unger, Tim Hawkins and Paul Debevec Performance relighting and reflectance transfor 2014 Information Processing Society of Japan [7] [8] [9] [10] [11] [12] [13] mation with time-multiplexed illumination ACM Transactions on Graphics 24, 3, pp , Li Chen, Hui Lin, and Shutao Li, Depth image enhancement for Kinect using region growing and bilateral filter, International Conference on Pattern Recognition, pp , J. Sirotkovic, H. Dujmic, V. Papic, K-Means Image Segmentation on Massively Parallel GPU Architecture, MIPRO, pp , OpenNI, Stefan Holzer, Radu Bogdan Rusu, M. Dixon, Suat Gedikli, and Nassir Navab, Adaptive neighborhood selection for real-time surface normal estimation from organized point cloud data using integral images, IROS, pp , Sloan Peter-Pike, Stupid Spherical Harmonic (SH) Tricks, Game Developer s Conference, 2008 R. Ramamoorthi, P. Hanrahan, An efficient representation for irradiance environment maps, SIGGRAPH, pp , Derek Nowrouzezahrai, Patricio Simari, Eugene Fiume, Sparse Zonal Harmonic Factorization for Efficient SH Rotation, ACM Transactions on Graphic, 31(3): 23, B. Bilgic, B.K.P. Horn, I. Masaki, Efficient Integral Image Computation on the GPU,In IEEE Intelligent Vehicles Symposium, pp ,
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