| Peer-Reviewed

A Method for Generating Rectangle Area Light Source Using Water Surface Lighting

Received: 20 June 2018     Published: 22 June 2018
Views:       Downloads:
Abstract

Light reconstruction refers to the calculation of light source information based on the actual lighting. In order to ensure the consistency of light illumination, the method based on light source modeling has been widely applied in real scenes, but the research on generating virtual light sources using real lighting results under virtual scenes is relatively scarce. In this paper, a method for generating a rectangle surface light for a virtual scene using water surface light images is proposed. Firstly, light shadow in water surface is extracted by the seed superpixel propagation method after superpixel segmentaion. Secondly, the boundary of each light shadow region is extracted using the superpixel label. Finally, important sampling, based on the physical rendering of the BRDF model, is used on the points in the light shadow boundary, and a rectangular area surface light source corresponding to each light shadow is calculated by a ray-traced rectangular area surface light source generation algorithm. It is proven that rectangular surface light source can be generated precisely in a virtual scene by comparing with the actual rectangular area light source.

Published in Science Discovery (Volume 6, Issue 2)
DOI 10.11648/j.sd.20180602.17
Page(s) 116-123
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2018. Published by Science Publishing Group

Keywords

Area Light, Surper Pixel, Ray Tracing, Light Reconstruction

References
[1] Haller, Michael, S. Drab, and W. Hartmann. "A real-time shadow approach for an augmented reality application using shadow volumes [C]. "ACM Symposium on Virtual Reality Software and Technology ACM, 2003:56-65.
[2] Karsch, Kevin, et al. "Rendering synthetic objects into legacy photographs [C]." ACM, 2011:1-12.
[3] Malik J. Learning a classification model for segmentation[J]. Proc Iccv, 2003, 1:10-17 vol.1.
[4] Hu Z, Zou Q, Li Q. Watershed superpixel[J]. 2015.
[5] Li L, Yao J, Tu J, et al. Edge-based split-and-merge superpixel segmentation [C]. IEEE International Conference on Information and Automation. IEEE, 2015:970-975.
[6] Haris K, Efstratiadis S N, Maglaveras N, et al. Hybrid image segmentation using watersheds and fast region merging[J]. IEEE Transactions on Image Processing A Publication of the IEEE Signal Processing Society, 1998, 7(12):1684.
[7] Achanta R, Shaji A, Smith K, et al. SLIC superpixels[J]. Epfl, 2010.
[8] Felzenszwalb P F, Huttenlocher D P. Efficient Graph-Based Image Segmentation [J]. International Journal of Computer Vision, 2004, 59(2):167-181.
[9] Jensen H W. Monte Carlo Ray Tracing [J]. 2003.
[10] Walter B, Marschner S R, Li H, et al. Microfacet Models for Refraction through Rough Surfaces. [C]. Eurographics Symposium on Rendering Techniques, Grenoble, France. DBLP, 2007:195-206.
[11] Rubinstein R Y. Simulation and the Monte Carlo Method[M]. Simulation and the Monte Carlo method. John Wiley & Sons, 2008:167-168.
[12] Art Owen, Yi Zhou Associate. Safe and Effective Importance Sampling[J]. Journal of the American Statistical Association, 2000, 95(449):135-143.
[13] Dornbach P. Implementation of Bidirectional Ray Tracing Algorithm [J]. Cescg, 1998.
[14] Neal R M. Annealed Importance Sampling[M]. Kluwer Academic Publishers, 2001.
[15] Pessoa S A, Moura G d S, Lima J P S d M, et al. RPR-SORS: real-time photorealistic rendering of synthetic objects into real scenes [J]. Computers & Graphics, 2012, 36(2): 50-69.
[16] Kanbara M, Yokoya N. Real-time estimation of light source environment for photorealistic augmented reality [C] //Proceedings of the 17th International Conference on Pattern Recognition. Los Alamitos: IEEE Computer Society Press, 2004, 2:911-914.
[17] Zhou W, Kambhamettu C. A unified framework for scene illuminant estimation[J]. Image and Vision Computing, 2008, 26(3): 415-429.
[18] Lee S, Jung S K. Estimation of illuminants for plausible lighting in augmented reality [C] //Proceedings of the International Symposium on Ubiquitous Virtual Reality. Los Alamitos: IEEE Computer Society Press, 2011: 17-20.
[19] NVIDIA. 2016. Nvidia optix ray tracing engine. http://developer.nvidia.com/optix.
Cite This Article
  • APA Style

    Liu Feipeng. (2018). A Method for Generating Rectangle Area Light Source Using Water Surface Lighting. Science Discovery, 6(2), 116-123. https://doi.org/10.11648/j.sd.20180602.17

    Copy | Download

    ACS Style

    Liu Feipeng. A Method for Generating Rectangle Area Light Source Using Water Surface Lighting. Sci. Discov. 2018, 6(2), 116-123. doi: 10.11648/j.sd.20180602.17

    Copy | Download

    AMA Style

    Liu Feipeng. A Method for Generating Rectangle Area Light Source Using Water Surface Lighting. Sci Discov. 2018;6(2):116-123. doi: 10.11648/j.sd.20180602.17

    Copy | Download

  • @article{10.11648/j.sd.20180602.17,
      author = {Liu Feipeng},
      title = {A Method for Generating Rectangle Area Light Source Using Water Surface Lighting},
      journal = {Science Discovery},
      volume = {6},
      number = {2},
      pages = {116-123},
      doi = {10.11648/j.sd.20180602.17},
      url = {https://doi.org/10.11648/j.sd.20180602.17},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.sd.20180602.17},
      abstract = {Light reconstruction refers to the calculation of light source information based on the actual lighting. In order to ensure the consistency of light illumination, the method based on light source modeling has been widely applied in real scenes, but the research on generating virtual light sources using real lighting results under virtual scenes is relatively scarce. In this paper, a method for generating a rectangle surface light for a virtual scene using water surface light images is proposed. Firstly, light shadow in water surface is extracted by the seed superpixel propagation method after superpixel segmentaion. Secondly, the boundary of each light shadow region is extracted using the superpixel label. Finally, important sampling, based on the physical rendering of the BRDF model, is used on the points in the light shadow boundary, and a rectangular area surface light source corresponding to each light shadow is calculated by a ray-traced rectangular area surface light source generation algorithm. It is proven that rectangular surface light source can be generated precisely in a virtual scene by comparing with the actual rectangular area light source.},
     year = {2018}
    }
    

    Copy | Download

  • TY  - JOUR
    T1  - A Method for Generating Rectangle Area Light Source Using Water Surface Lighting
    AU  - Liu Feipeng
    Y1  - 2018/06/22
    PY  - 2018
    N1  - https://doi.org/10.11648/j.sd.20180602.17
    DO  - 10.11648/j.sd.20180602.17
    T2  - Science Discovery
    JF  - Science Discovery
    JO  - Science Discovery
    SP  - 116
    EP  - 123
    PB  - Science Publishing Group
    SN  - 2331-0650
    UR  - https://doi.org/10.11648/j.sd.20180602.17
    AB  - Light reconstruction refers to the calculation of light source information based on the actual lighting. In order to ensure the consistency of light illumination, the method based on light source modeling has been widely applied in real scenes, but the research on generating virtual light sources using real lighting results under virtual scenes is relatively scarce. In this paper, a method for generating a rectangle surface light for a virtual scene using water surface light images is proposed. Firstly, light shadow in water surface is extracted by the seed superpixel propagation method after superpixel segmentaion. Secondly, the boundary of each light shadow region is extracted using the superpixel label. Finally, important sampling, based on the physical rendering of the BRDF model, is used on the points in the light shadow boundary, and a rectangular area surface light source corresponding to each light shadow is calculated by a ray-traced rectangular area surface light source generation algorithm. It is proven that rectangular surface light source can be generated precisely in a virtual scene by comparing with the actual rectangular area light source.
    VL  - 6
    IS  - 2
    ER  - 

    Copy | Download

Author Information
  • College of Computer Science, Beihang University, Beijing, China

  • Sections