ABSTRACT
To render computer graphics (CG) objects realistically in the real world, it is important to match their shadings to the scene. Existing methods to achieve such realism are not applicable to realtime consumer augmented reality (AR). Debevec's method requires a mirrored sphere, which ordinary consumers do not have [Debevec 1998]. Karsh's method requires user annotation, which makes it difficult to use in a realtime application [Karsch et al. 2011].
Supplemental Material
- Debevec, P. 1998. Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography. In SIGGRAPH '98, ACM, New York, NY, USA, 189--198. Google Scholar
Digital Library
- Karsch, K., Hedau, V., Forsyth, D., and Hoiem, D. 2011. Rendering synthetic objects into legacy photographs. ACM Trans. Graph. 30, 6 (Dec), 157:1--157:12. Google Scholar
Digital Library
- Ramamoorthi, R., and Hanrahan, P. 2001. An efficient representation for irradiance environment maps. In SIGGRAPH '01, ACM, New York, NY, USA, 497--500. Google Scholar
Digital Library
- Yao, Y., Kawamura, H., and Kojima, A. 2012. Shading derivation from an unspecified object for augmented reality. In ICPR '12, IAPR, 57--60.Google Scholar
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