• Bjarne Mortensen
  • Jens Andersen
In this thesis, it is investigated how real world surfaces can be sampled, modeled and reconstructed in computer graphics applications where properties like view-dependent appearance and subtle geometric details are preserved. A dense grid of sampling points on the surface are photographed from multiple view directions using high dynamic range imaging. The recorded radiances from each surface point are saved. Models are fitted to the obtained data in order to achieve a unique and compact parametric representation of the radiance distribution on a per-point basis. Two models are employed: a modified Phong reflection model and spherical harmonics. The feasibility of these models are investigated in tests. Custom vertex and fragment shader programs are implemented in OpenGL to be able to reconstruct the complex surface using simple geometry. The parameters and shader programs to the corresponding model are loaded onto the graphics card and used to recreate the view-dependent appearance of the surface in an interactive real time application. Tests show strengths and weaknesses of both models and experience is gained regarding how the sampling should be performed for optimal results.
Publication date2007
Number of pages149
Publishing institutionCVMT
ID: 9919944