contact bio projects publications teaching                              

Hendrik P. A. Lensch - Research Projects

 Adaptive Sampling and Upsampling of Reflectance Fields                              
Captured reflectance fields tend to provide a relatively coarse sampling of the incident light directions. As a result, sharp illumination features, such as highlights or shadow boundaries, are poorly reconstructed during relighting; highlights are disconnected, and shadows show banding artefacts. In this paper, we propose a novel interpolation technique for 4D reflectance fields that reconstructs plausible images even for non-observed light directions. Given a sparsely sampled reflectance field, we can effectively synthesize images as they would have been obtained from denser sampling. The processing pipeline consists of three steps: (1) segmentation of regions where intermediate lighting cannot be obtained by blending, (2) appropriate flow algorithms for highlights and shadows, plus (3) a final reconstruction technique that uses image-based priors to faithfully correct errors that might be introduced by the segmentation or flow step. The algorithm reliably reproduces scenes that contain specular highlights, interreflections, shadows or caustics.

 Polarization and Phase-Shifting for 3D Scanning                              
Translucent objects pose a difcult problem for traditional structured light 3D scanning techniques. Subsurface scattering corrupts the range estimation in two ways: by drastically reducing the signal-to-noise ratio and by shifting the intensity peak beneath the surface to a point which does not coincide with the point of incidence. In this paper we analyze and compare two descattering methods in order to obtain reliable 3D coordinates for translucent objects. By using polarization-difference imaging, subsurface scattering can be ltered out because multiple scattering randomizes the polarization direction of light while the surface reectance partially keeps the polarization direction of the illumination. The descattered reectance can be used for reliable 3D reconstruction using traditional optical 3D scanning techniques, such as structured light. Phase-shifting is another effective descattering technique if the frequency of the projected pattern is sufciently high. We demonstrate the performance of these two techniques and the combination of them on scanning real-world translucent objects.

 Reconstruction of Reflection and Planetary Nebulae                              
In this project we address the problem of reconstructing the 3D structure of planetary nebulae from 2D observations. Assuming axial symmetry, our method jointly reconstructs the distribution of dust and ionized gas in the nebulae from observations at two different wavelengths. In an inverse rendering framework we optimize for the emission and absorption densities which are correlated to the gas and dust distribution present in the nebulae. First, the density distribution of the dust component is estimated based on an infrared image, which traces only the dust distribution due to its intrinsic temperature. In a second step, we optimize for the gas distribution by comparing the rendering of the nebula to the visible wavelength image. Using our method we recover both gas and dust density distributions present in the nebula by exploiting the distinct absorption or emission parameters at different wavelengths.

 Automatic Multiperspective Images                              
Multiperspective images generated from a collection of photographs or a videostream can be used to effectively summarize long, roughly planar scenes such as city streets. The final image can span a larger field of view than any single input image. However, common projections used to make these images, including the cross-slits and pushbroom projections, may suffer from depth-related distortions in non-planar scenes. In this paper, we propose a metric for evaluating the distortion in these images due to deviation from the standard perspective projection. Minimizing this error metric we can automatically define the picture surface and viewpoints of a multiperspective image to reduce the distortion artifacts. This optimization requires only a coarse estimate of scene geometry, which can be provided as a depth map or in the form of a 2D spatial importance map defining interesting parts of the scene. These maps can be automatically constructed in many cases, allowing rapid generation of images of very long scenes.

 Symmetric Photography                              
We present a novel technique called symmetric photography to capture real world reflectance fields. The technique models the 8D reflectance field as a transport matrix between the 4D incident light field and the 4D exitant light field. It is a challenging task to acquire this transport matrix due to its large size. Fortunately, the transport matrix is symmetric and often data-sparse. Symmetry enables us to measure the light transport from two sides simultaneously, from the illumination directions and the view directions. Data-sparseness refers to the fact that sub-blocks of the matrix can be well approximated using low-rank representations. We introduce the use of hierarchical tensors as the underlying data structure to capture this data-sparseness, specifically through local rank-1 factorizations of the transport matrix. Besides providing an efficient representation for storage, it enables fast acquisition of the approximated transport matrix and fast rendering of images from the captured matrix. Our prototype acquisition system consists of an array of mirrors and a pair of coaxial projector and camera. We demonstrate the effectiveness of our system with scenes rendered from reflectance fields that were captured by our system. In these renderings we can change the viewpoint as well as relight using arbitrary incident light fields.
 Dual Photography                              
We present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate pictures from the viewpoint of the projector, even though no camera was present at that location. The technique is completely image-based, requiring no knowledge of scene geometry or surface properties, and by its nature automatically includes all transport paths, including shadows, interre ections and caustics. In its simplest form, the technique can be used to take photographs without a camera; we demonstrate this by capturing a photograph using a projector and a photo-resistor. If the photo-resistor is replaced by a camera, we can produce a 4D dataset that allows for relighting with 2D incident illumination. Using an array of cameras we can produce a 6D slice of the 8D reflectance field that allows for relighting with arbitrary light elds. Since an array of cameras can operate in parallel without interference, whereas an array of light sources cannot, dual photography is fundamentally a more ef cient way to capture such a 6D dataset than a system based on multiple projectors and one camera. As an example, we show how dual photography can be used to capture and relight scenes.

  Disco - Acquisition of Translucent Objects                              

Translucent objects are characterized by diffuse light scattering beneath the object's surface. Light enters and leaves an object at possibly distinct surface locations. This paper presents the first method to acquire this transport behavior for arbitrary inhomogeneous objects. Individual surface points are illuminated in our DISCO measurement facility and the object's impulse response is recorded with a high-dynamic range video camera. The acquired data is resampled into a hierarchical model of the object's light scattering properties. Missing values are consistently interpolated resulting in measurement-based, complete and accurate representations of real translucent objects which can be rendered with various algorithms.

  Planned Sampling of Spatially Varying BRDFs                              

Measuring reflection properties of a 3D object involves capturing images for numerous viewing and lighting directions. We present a method to select advantageous measurement directions based on analyzing the estimation of the bi-directional reflectance distribution function (BRDF). The selected directions minimize the uncertainty in the estimated parameters of the BRDF. As a result, few measurements suffice to produce models that describe the reflectance behavior well. Moreover, the uncertainty measure can be computed fast on modern graphics cards by exploiting their capability to render into a floating-point frame buffer. This forms the basis of an acquisition planner capable of guiding experts and non-experts alike through the BRDF acquisition process. We demonstrate that spatially varying reflection properties can be captured more efficiently for real-world applications using our acquisition planner.

 Interactive Rendering of Translucent Objects                              

A new rendering method for translucent objects has been developed, in which view point and illumination can be modified at interactive rates. In a preprocessing step the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response.

  Image-Based Reconstruction of Spatially Varying Materials                              

The use of realistic models for all components of images synthesis is a fundamental prerequisite for photorealistic rendering. The generation of these models in a manual process often becomes infeasible as the demand for visual complexity increases steadily. In this sketch we concentrate on the acquisition of realistic materials. In particular, we describe an acquisition method for shift-variant BRDFs, i.e., a specific BRDF for each surface point.

  Efficient Cloth Modeling and Rendering                              

First author: Katja Daubert

Realistic modeling and high-performance rendering of cloth and clothing is a challenging problem. Often these materials are seen at distances where individual stitches and knits can be made out and need to be accounted for. Modeling of the geometry at this level of detail fails due to sheer complexity, while simple texture mapping techniques do not produce the desired quality. In this paper, we describe an efficient and realistic approach that takes into account view-dependent effects such as small displacements causing occlusion and shadows, as well as illumination effects.

  Automated Texture Registration and Stitching                              

Concurrent rendering applications crave for more and more realistic models including both geometry and texture. Within this project methods have been developed to register a 2D image with a 3D model of an object, which allows to map the image precisely onto the model. Multiple images can be combined to texture the entire surface, blending between the images.

  Techniques for for Hardware-Accelerated Light Field Rendering                              

Supervisor: Wolfgang Heidrich

The goal of this project (my diploma thesis from February 1999 to July 1999) was to represent view-dependend reflecting and refracting properties of objects by a light field data structure in such a way that the object may be placed in arbitrary environments. Additionally, hardware accelerated rendering of vector-quantized light fields has been investigated.

  Bounded Radiosity with Affine Arithmetic                              

Supervisors: Marc Stamminger, Wolfgang Heidrich

During my senior thesis (Studienarbeit) the applicability of Affine Arithmetic in order to bound quantities within an hierarchical radiosity algorithm has been investigated.