扩展于非Lambertian场景的体着色计算机三维重建技术研究
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摘要
Seitz和Dyer在1997年正式将他们的利用一个初始场景体借助参考图像信息来获得场景表面的算法叫做一般体着色算法,这个算法的一个依据是场景表面的一点在不同的观察方向上看到的颜色应该是相同的,那么投影颜色相差超过一定范围的体元就应该被认为不存在于场景表面。算法最终得到一个表面上各点具有被称为色一致性的形体。一般体着色算法重建高镜面反射物体时因反射部分的点不满足色一致性而被大量去除,从而算法失效。
    双向反射分布函数描述了在不同的观察方向上观察场景时场景的辉度信息,在光照条件不变的条件下,场景表面一点对应像点的亮度由其BRDF在对应视点的值所决定。借助场景表面的BRDF可以估计场景点在不同的观察方向上的像点颜色差,由这个颜色差可以合理地给出判别像点色一致性的动态阈值,从而使镜面反射类场景得到较好重建。
    Lafortune光照模型是较好地描述场景光照的BRDF模型,在运行一般体着色算法得到场景的一个初步形体后,采用一个k-邻近法或为表面点局部拟合一个二次曲面求出表面各点的法向量,然后求出光源方向并以各点法向量为Z轴建立一个表示光源法向和观察方向的局部坐标系,利用已知的视点位置和光源方向以及各点的投影颜色可以为重建表面拟合一个BRDF,运行基于BRDF的体着色算法可望得到较之一般体着色算法更好的结果。
    实验结果从一定程度上可以说明合理的估计光照、动态的给出色一致性检测的阈值对体着色计算机三维重建技术的应用起着重要的作用。本文首先讨论了一般体着色算法,然后介绍场景光照分析,最后给出基于BRDF的体着色算法及其实验。
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