ausblenden:
Schlagwörter:
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Zusammenfassung:
In this thesis, we cover three scenarios that violate common simplifying
assumptions about the nature of light transport.
We begin with the first ingredient to any 3D rendering: a geometry model. Most
3D scanners require the object-of-interest to show diffuse reflectance. The
further a material deviates from the Lambertian model, the more likely these
setups are to produce corrupted results. By placing a traditional laser
scanning setup in a participating (in particular, fluorescent) medium, we have
built a light sheet scanner that delivers robust results for a wide range of
materials, including glass.
Further investigating the phenomenon of fluorescence, we notice that, despite
its ubiquity, it has received moderate attention in computer graphics. In
particular, to date no data-driven reflectance models of fluorescent materials
have been available. To describe the wavelength-shifting reflectance of
fluorescent materials, we define the bispectral bidirectional reflectance and
reradiation distribution function (BRRDF), for which we introduce an
image-based measurement setup as well as an effcient acquisition scheme.
Finally, we envision a computer display that shows materials instead of
colours, and present a prototypical device that can exhibit anisotropic
reflectance distributions similar to com-
mon models in computer graphics.