ATTENTION: This is a web archive! The IMS Group was split up in 2018 and does not exist anymore. Recent work of former members can be found at the VR/AR Group and the Computer Vision Group.

Interactive Media Systems, TU Wien

High-Quality Consistent Illumination in Mobile Augmented Reality by Radiance Convolution on the GPU

By Peter Kán, Johannes Unterguggenberger, and Hannes Kaufmann

Abstract

Consistent illumination of virtual and real objects in augmented reality (AR) is essential to achieve visual coherence. This paper presents a practical method for rendering with consistent illumination in AR in two steps. In the first step, a user scans the surrounding environment by rotational motion of the mobile device and the real illumination is captured. We capture the real light in high dynamic range (HDR) to preserve its high contrast. In the second step, the captured environment map is used to precalculate a set of reflection maps on the mobile GPU which are then used for real-time rendering with consistent illumination. Our method achieves high quality of the reflection maps because the convolution of the environment map by the BRDF is calculated accurately per each pixel of the output map. Moreover, we utilize multiple render targets to calculate reflection maps for multiple materials simultaneously. The presented method for consistent illumination in AR is beneficial for increasing visual coherence between virtual and real objects. Additionally, it is highly practical for mobile AR as it uses only a commodity mobile device.

Reference

P. Kán, J. Unterguggenberger, H. Kaufmann: "High-Quality Consistent Illumination in Mobile Augmented Reality by Radiance Convolution on the GPU"; Talk: 11th International Symposium on Visual Computing (ISVC), Las Vegas, NV, USA; 12-14-2015 - 12-16-2015; in: "ISVC 2015, Part I, LNCS 9474", G. Bebis (ed.); Springer, LNCS 9474 (2015), ISBN: 978-3-319-27857-5; 574 - 585.

BibTeX

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