Global Illumination Compensation for Spatially Augmented Reality
Abstract
When projectors are used to display images on complex, non-planar surface geometry, indirect illumination between the surfaces will disrupt the final appearance of this imagery, generally increasing brightness, decreasing contrast, and washing out colors. In this paper we predict through global illumination simulation this unintentional indirect component and solve for the optimal compensated projection imagery that will minimize the difference between the desired imagery and the actual total illumination in the resulting physical scene. Our method makes use of quadratic programming to minimize this error within the constraints of the physical system, namely, that negative light is physically impossible. We demonstrate our compensation optimization in both computer simulation and physical validation within a table-top spatially augmented reality system. We present an application of these results for visualization of interior architectural illumination. To facilitate interactive modifications to the scene geometry and desired appearance, our system is accelerated with a CUDA implementation of the QP optimization method.
BibTeX
@article {10.1111:j.1467-8659.2009.01608.x,
journal = {Computer Graphics Forum},
title = {{Global Illumination Compensation for Spatially Augmented Reality}},
author = {Sheng, Yu and Yapo, Theodore C. and Cutler, Barbara},
year = {2010},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2009.01608.x}
}
journal = {Computer Graphics Forum},
title = {{Global Illumination Compensation for Spatially Augmented Reality}},
author = {Sheng, Yu and Yapo, Theodore C. and Cutler, Barbara},
year = {2010},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2009.01608.x}
}