Publication:
Illumination-guided inverse rendering benchmark: Learning real objects with few cameras

dc.contributor.authorYılmaz, Doğa
dc.contributor.authorKıraç, Mustafa Furkan
dc.contributor.departmentComputer Science
dc.contributor.ozuauthorKIRAÇ, Mustafa Furkan
dc.contributor.ozugradstudentYılmaz, Doğa
dc.date.accessioned2023-08-14T08:38:27Z
dc.date.available2023-08-14T08:38:27Z
dc.date.issued2023-10
dc.description.abstractThe realm of 3D computer vision and graphics has experienced exponential growth recently, enabling the creation of realistic virtual environments and digital representations of real-world objects. Central to this progression are 3D reconstruction methods that facilitate the virtualization of shape, color, and surface details of real objects. Current methods predominantly employ neural scene representations, which despite their efficacy, grapple with limitations such as necessitating a high number of captured images and the complexity of transforming these representations into explicit geometric forms. An alternative strategy that has gained traction is the deployment of methods such as physically-based differentiable rendering (PBDR) and inverse rendering. These approaches require fewer viewpoints, yield explicit format results, and ensure a smoother transition to other representation methods. To meaningfully assess the performance of different 3D reconstruction methods, it is imperative to utilize benchmark scenes for comparison. Despite the existence of standard objects and scenes within the literature, there is a noticeable deficiency in real-world benchmark data that concurrently captures camera, illumination, and scene parameters — all critical to high-fidelity 3D reconstructions using PBDR and inverse rendering-based methods. In this research, we introduce a methodology for capturing real-world scenes as virtual scenes, integrating illumination parameters alongside camera and scene parameters to enhance the veracity of virtual representations. In addition, we introduce a set of ten real-world scenes, along with their virtual counterparts, designed as benchmarks. These benchmarks encompass a fundamental variety of geometric constructs, including convex, concave, plain, and mixed surfaces. Additionally, we demonstrate the 3D reconstruction results of state-of-the-art 3D reconstruction methods employing PBDR in real-world scenes, using both established methodologies and our proposed one.
dc.identifier.doi10.1016/j.cag.2023.07.002
dc.identifier.endpage121
dc.identifier.issn0097-8493
dc.identifier.scopus2-s2.0-85165366908
dc.identifier.startpage107
dc.identifier.urihttp://hdl.handle.net/10679/8654
dc.identifier.urihttps://doi.org/10.1016/j.cag.2023.07.002
dc.identifier.volume115
dc.identifier.wos001045274700001
dc.language.isoeng
dc.peerreviewedyes
dc.publicationstatusPublished
dc.publisherElsevier
dc.relation.ispartofComputers and Graphics (Pergamon)
dc.relation.publicationcategoryInternational Refereed Journal
dc.rightsrestrictedAccess
dc.subject.keywords3D reconstruction
dc.subject.keywordsBenchmark
dc.subject.keywordsDifferentiable rendering
dc.subject.keywordsIllumination modeling
dc.subject.keywordsInverse rendering
dc.subject.keywordsSigned distance functions
dc.titleIllumination-guided inverse rendering benchmark: Learning real objects with few cameras
dc.typearticle
dspace.entity.typePublication
relation.isOrgUnitOfPublication85662e71-2a61-492a-b407-df4d38ab90d7
relation.isOrgUnitOfPublication.latestForDiscovery85662e71-2a61-492a-b407-df4d38ab90d7

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