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Fig. 3: Schematic illustration of the Blender Node Setup for
creating different materials.
photometric stereo with five light sources in order to recover
the3Dsurfaceofanobject.Usingepipolarplane image(EPI)
structures from motion analysis for depth reconstruction was
introduced in [9]. The paper by Tao deals with incorporating
a shading term to depth from defocus with correspondence
cues in order to refine the shape estimation [10]. In [11]
Hayakawa used a singular-value decomposition (SVD) of a
formulated matrix in order to get a surface normal estimation
without the need of a-priori knowledge of the light source
direction under the Lambertian assumption. Some machine
learning approaches have been explored, such as [12] where
a multi-layered neural network was used in order to learn the
mapping between image intensities and the surface normal
orientation, using a Gaussian sphere with average reflectance
as the training data. In [13] Cheng used a symmetrical
6-layer neural network to train a mapping between the
vectorized image and a reflectance value for each pixel.
Another machine learning approach has been investigated
in [14],whereaneuralnetworkwasused inorder tosolve the
shape from shading problem, previously introduced by [15].
III. EXPERIMENTS
A. GeneratingGround Truth Data
Blender 2.78 [16] Cycles Renderer was used to generate
the ground truth data. This artificial ground truth data has
some advantages over real-world acquisition, such as the
ease of modification of the setup, feasibility of generating
many images quickly as well as being less prone to errors.
However, in order to make the resulting images more re-
alistic, some artefacts, such as jitter or salt&pepper noise,
can be taken into consideration. The goal while creating the
ground truth data was to cover as much ground as possible
with the synthetic data regarding the task. The network
should learn a mapping between the RGB intensity vectors
of the different views and surface properties, to the surface
normal gradient. As it is infeasible to cover all possible map-
pings between color, light reflectance and surface normals, Fig. 4: Visualization of the six different datasets created by
changing the roughness and the percentage of which the
glossy or diffuse node is taken.
a random approach was chosen. A uniformly distributed,
8-bit random color pattern was created (each RGB color
channel uniformly distributed between 0-255) and used as
a texture. The blender-intern noise texture and displacement
map node was used in order to create a random surface
normal structure on a flat surface. With this approach the
possible mapping space is sparsely covered. Furthermore we
created six different material datasets with different gloss
values using a mixture of the Diffuse BSDF and Glossy
BSDF node shaders. In this model two parameters can be
changed, namely the gloss factor (controlled by the mix
node) and the roughness of the two BSDF nodes. For the
sake of simplicity, the roughness is the same for both, the
Diffuse and the Glossy BSDF node. A schematic illustration
of this setup can be seen in Fig. 4. This model is based on
a presentation from Gastaldo [17], where he states:
R+T+A=1 (3)
whereR denotes reflectivity,T denotes transparency and
A denotes absorption. Furthermore he states that reflectivity
can be divided into diffuse reflectivity (Rd) and specular
reflectivity (Rs). With this he derives:
Rd+Rs+T ≤1 (4)
In our setupRd correlates to the Diffuse BSDF node and
Rs to the Glossy BSDF node. Transparency was not taken
into consideration (i.e. is always 0) as we exclude glass like
materials from our data. The roughness parameter of the
Diffuse BSDF node corresponds with the roughness of the
Oren-Nayar reflectance model [18]. The model used for the
glossy factor of the material was GGX [19]. The roughness
parameter of the GGX model simulates microscopic bumps
in the surface, so that the reflections of the material look
blurrier the higher the roughness parameter is.
We excluded a glossy dataset with a roughness value of
0, which would imitate a mirror like behavior. However,
154
Proceedings of the OAGM&ARW Joint Workshop
Vision, Automation and Robotics
- Titel
- Proceedings of the OAGM&ARW Joint Workshop
- Untertitel
- Vision, Automation and Robotics
- Autoren
- Peter M. Roth
- Markus Vincze
- Wilfried Kubinger
- Andreas Müller
- Bernhard Blaschitz
- Svorad Stolc
- Verlag
- Verlag der Technischen Universität Graz
- Ort
- Wien
- Datum
- 2017
- Sprache
- englisch
- Lizenz
- CC BY 4.0
- ISBN
- 978-3-85125-524-9
- Abmessungen
- 21.0 x 29.7 cm
- Seiten
- 188
- Schlagwörter
- Tagungsband
- Kategorien
- International
- Tagungsbände