2018
DOI: 10.1016/j.cag.2018.09.003
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Deep spherical harmonics light probe estimator for mixed reality games

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Cited by 15 publications
(8 citation statements)
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“…To identify lighting conditions of the real scene, such as the position of the light source, many works, Knecht et al (2011);Grosch et al (2007); Kan and Kaufmann (2013); Franke (2013); Kan and Kaufmann (2012); Rohmer et al (2014) and Gierlinger et al (2010), use cameras with fish-eye lens. In Schwandt and Broll (2016) and Pereira et al (2020) however, the position of the light source was previously known, and in Marques et al (2018) A perceived trend was the use of Differential Rendering by Debevec (2008) as in Kan and Kaufmann (2013); Rohmer et al (2017); Franke (2013); Kan and Kaufmann (2012); Gruber et al (2015) and Gruber et al (2012). In Knecht et al (2011) and Knecht et al (2012) a specific version, the Differential Instant Radiosity was used (Knecht et al, 2010).…”
Section: Analysis Of Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…To identify lighting conditions of the real scene, such as the position of the light source, many works, Knecht et al (2011);Grosch et al (2007); Kan and Kaufmann (2013); Franke (2013); Kan and Kaufmann (2012); Rohmer et al (2014) and Gierlinger et al (2010), use cameras with fish-eye lens. In Schwandt and Broll (2016) and Pereira et al (2020) however, the position of the light source was previously known, and in Marques et al (2018) A perceived trend was the use of Differential Rendering by Debevec (2008) as in Kan and Kaufmann (2013); Rohmer et al (2017); Franke (2013); Kan and Kaufmann (2012); Gruber et al (2015) and Gruber et al (2012). In Knecht et al (2011) and Knecht et al (2012) a specific version, the Differential Instant Radiosity was used (Knecht et al, 2010).…”
Section: Analysis Of Resultsmentioning
confidence: 99%
“…Part of the works emphasized Augmented Reality systems. The Marques et al (2018) work explores an image-based and hardware-based approach to improve photorealism for rendering synthetic objects in augmented reality. Knecht et al (2012) presented a distributed illumination approach for AR with consistent illumination of virtual objects with direct light, indirect light, and shadows of primary and strong secondary lights.…”
Section: The Selected Papers Proposalsmentioning
confidence: 99%
“…Ref. [51] used the spherical harmonics light probe estimator for light estimation based on deep learning. This method processes a raw image without the need for previous knowledge about the scene.…”
Section: Visualization and Renderingmentioning
confidence: 99%
“…In the chroma key, the use of statically-based techniques for temporal matting and Holoing artifacts is needed [50]. Improvement of the light and shadow models requires temporal and dynamic effects modeling (such as abrupt changes in lighting, dynamic scene, and local light source) in addition to specifying classes of different algorithms for different light paths [51,54]. The LOD model requires study of the appropriate architecture to determine the volume of the process in the server and client [55].…”
Section: Visualization and Renderingmentioning
confidence: 99%
“…Marques et al [MCV18] address the problem of realistic virtual scene and hand relighting in mixed reality games. The proposed approach assumes that the user's hands are visible in the scene and convey enough information from the surrounding lighting.…”
Section: Human Handsmentioning
confidence: 99%