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Graham Fyffe, and Paul Debevec, Cosine Lobe Based Relighting from Gradient Illumination Photographs. JVRB - Journal of Virtual Reality and Broadcasting, 9(2012), no. 2. (urn:nbn:de:0009-6-32649)

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%0 Journal Article
%T Cosine Lobe Based Relighting from Gradient Illumination Photographs
%A Fyffe, Graham
%A Debevec, Paul
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2012
%V 9(2012)
%N 2
%@ 1860-2037
%F fyffe2012
%X We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the coloredgradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to thegradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.
%L 004
%K Gradient Illumination
%K Lighting
%K Photographs
%K Relighting
%K Scene Geometry
%K Shadows
%R 10.20385/1860-2037/9.2012.2
%U http://nbn-resolving.de/urn:nbn:de:0009-6-32649
%U http://dx.doi.org/10.20385/1860-2037/9.2012.2

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@Article{fyffe2012,
  author = 	"Fyffe, Graham
		and Debevec, Paul",
  title = 	"Cosine Lobe Based Relighting from Gradient Illumination Photographs",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2012",
  volume = 	"9(2012)",
  number = 	"2",
  keywords = 	"Gradient Illumination; Lighting; Photographs; Relighting; Scene Geometry; Shadows",
  abstract = 	"We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the coloredgradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to thegradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/9.2012.2",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-32649"
}

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RIS

TY  - JOUR
AU  - Fyffe, Graham
AU  - Debevec, Paul
PY  - 2012
DA  - 2012//
TI  - Cosine Lobe Based Relighting from Gradient Illumination Photographs
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 9(2012)
IS  - 2
KW  - Gradient Illumination
KW  - Lighting
KW  - Photographs
KW  - Relighting
KW  - Scene Geometry
KW  - Shadows
AB  - We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the coloredgradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to thegradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-32649
DO  - 10.20385/1860-2037/9.2012.2
ID  - fyffe2012
ER  - 
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Wordbib

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<b:Title>Cosine Lobe Based Relighting from Gradient Illumination Photographs</b:Title>
<b:Comments>We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the coloredgradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to thegradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.</b:Comments>
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ISI

PT Journal
AU Fyffe, G
   Debevec, P
TI Cosine Lobe Based Relighting from Gradient Illumination Photographs
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2012
VL 9(2012)
IS 2
DI 10.20385/1860-2037/9.2012.2
DE Gradient Illumination; Lighting; Photographs; Relighting; Scene Geometry; Shadows
AB We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the coloredgradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to thegradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.
ER

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Mods

<mods>
  <titleInfo>
    <title>Cosine Lobe Based Relighting from Gradient Illumination Photographs</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Fyffe</namePart>
    <namePart type="given">Graham</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Debevec</namePart>
    <namePart type="given">Paul</namePart>
  </name>
  <abstract>We present an image-based method for relighting a scene by analytically fitting cosine lobes to the reflectance function at each pixel, based on gradient illumination photographs. Realistic relighting results for many materials are obtained using a single per-pixel cosine lobe obtained from just two color photographs: one under uniform white illumination and the other under colored gradient illumination. For materials with wavelength-dependent scattering, a better fit can be obtained using independent cosine lobes for the red, green, and blue channels, obtained from three achromatic gradient illumination conditions instead of the colored
gradient condition. We explore two cosine lobe reflectance functions, both of which allow an analytic fit to the
gradient conditions. One is non-zero over half the sphere of lighting directions, which works well for diffuse and specular materials, but fails for materials with broader scattering such as fur. The other is non-zero everywhere, which works well for broadly scattering materials and still produces visually plausible results for diffuse and specular materials. We also perform an approximate diffuse/specular separation of the reflectance, and estimate scene geometry from the recovered photometric normals to produce hard shadows cast by the geometry, while still reconstructing the input photographs exactly.</abstract>
  <subject>
    <topic>Gradient Illumination</topic>
    <topic>Lighting</topic>
    <topic>Photographs</topic>
    <topic>Relighting</topic>
    <topic>Scene Geometry</topic>
    <topic>Shadows</topic>
  </subject>
  <classification authority="ddc">004</classification>
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        <number>9(2012)</number>
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      <detail type="issue">
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      <date>2012</date>
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  <identifier type="issn">1860-2037</identifier>
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  <identifier type="citekey">fyffe2012</identifier>
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