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Michael Tetzlaff

dblp:171/3944 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0002-5163-069XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 67% Computational photography and imaging · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
material appearance
0.812024
High-Fidelity Specular SVBRDF Acquisition From Flash Photographs · IEEE Trans. Vis. Comput. Graph. 2024
Computational photography and imaging
reflectance acquisition
0.812024
High-Fidelity Specular SVBRDF Acquisition From Flash Photographs · IEEE Trans. Vis. Comput. Graph. 2024
Rendering › appearance acquisition › material acquisition
SVBRDF acquisition
0.812024
High-Fidelity Specular SVBRDF Acquisition From Flash Photographs · IEEE Trans. Vis. Comput. Graph. 2024

Methods — techniques the papers use, named apart from their topics

nonlinear optimization · 0.8monotonicity constraint · 0.8GGX · 0.8
YearPublicationVenuePosition
2024 High-Fidelity Specular SVBRDF Acquisition From Flash Photographs
abstract
Obtaining accurate SVBRDFs from 2D photographs of shiny, heterogeneous 3D objects is a highly sought-after goal for domains like cultural heritage archiving, where it is critical to document color appearance in high fidelity. In prior work such as the promising framework by Nam et al., the problem is simplified by assuming that specular highlights exhibit symmetry and isotropy about an estimated surface normal. The present work builds on this foundation with several significant modifications. Recognizing the importance of the surface normal as an axis of symmetry, we compare nonlinear optimization for normals with a linear approximation proposed by Nam et al. and find that nonlinear optimization is superior to the linear approximation, while noting that the surface normal estimates generally have a very significant impact on the reconstructed color appearance of the object. We also examine the use of a monotonicity constraint for reflectance and develop a generalization that also enforces continuity and smoothness when optimizing continuous monotonic functions like a microfacet distribution. Finally, we explore the impact of simplifying from an arbitrary 1D basis function to a traditional parametric microfacet distribution (GGX), and we find this to be a reasonable approximation that trades some fidelity for practicality in certain applications. Both representations can be used in existing rendering architectures like game engines or online 3D viewers, while retaining accurate color appearance for fidelity-critical applications like cultural heritage or online sales.
Michael Tetzlaff
IEEE Trans. Vis. Comput. Graph.1
2015 3D shape and texture morphing using 2D projection and reconstruction
Michael Ludwig, Seth Berrier, Michael Tetzlaff, Gary W. Meyer
Comput. Graph.3