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Andrew Gardner 0002

dblp:18/3682-2 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2015
0000-0001-6841-1859ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author

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
3 papers
Rendering · 52% Computational photography and imaging · 43% Image and video processing · 5%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
relighting
0.112005
Performance relighting and reflectance transformation with time-multiplexed illumination · ACM Trans. Graph. 2005
Computational photography and imaging › reflectance acquisition
reflectance model fitting
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Computational photography and imaging › reflectance acquisition
reflectometry
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Rendering › global illumination
image-based lighting
0.012002
A lighting reproduction approach to live-action compositing · ACM Trans. Graph. 2002
Image and video processing › motion estimation
optical flow
0.012005
Performance relighting and reflectance transformation with time-multiplexed illumination · ACM Trans. Graph. 2005

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

time-multiplexed illumination · 0.1matte extraction · 0.1image warping · 0.1linear light source scanning · 0.0infrared matting · 0.0color calibration · 0.0
YearPublicationVenuePosition
2015 Photorealistic rendering of mixed reality scenes
abstract
Abstract Photo‐realistic rendering of virtual objects into real scenes is one of the most important research problems in computer graphics. Methods for capture and rendering of mixed reality scenes are driven by a large number of applications, ranging from augmented reality to visual effects and product visualization. Recent developments in computer graphics, computer vision, and imaging technology have enabled a wide range of new mixed reality techniques including methods for advanced image based lighting, capturing spatially varying lighting conditions, and algorithms for seamlessly rendering virtual objects directly into photographs without explicit measurements of the scene lighting. This report gives an overview of the state‐of‐the‐art in this field, and presents a categorization and comparison of current methods. Our in‐depth survey provides a tool for understanding the advantages and disadvantages of each method, and gives an overview of which technique is best suited to a specific problem.
Joel Kronander, Francesco Banterle, Andrew Gardner 0002, Ehsan Miandji, Jonas Unger
Comput. Graph. Forum3
2005 Performance relighting and reflectance transformation with time-multiplexed illumination
abstract
We present a technique for capturing an actor's live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to record these conditions with a high-speed video camera so that many conditions are recorded in the span of the desired output frame interval. We investigate several lighting bases for representing the sphere of incident illumination using a set of discrete LED light sources, and we estimate and compensate for subject motion using optical flow and image warping based on a set of tracking frames inserted into the lighting basis. To composite the illuminated performance into a new background, we include a time-multiplexed matte within the basis. We also show that the acquired data enables time-varying surface normals, albedo, and ambient occlusion to be estimated, which can be used to transform the actor's reflectance to produce both subtle and stylistic effects.
Andreas Wenger, Andrew Gardner 0002, Chris Tchou, Jonas Unger, Tim Hawkins, Paul E. Debevec
ACM Trans. Graph.2
2003 Linear light source reflectometry
abstract
This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique's accuracy, we compare renderings of the captured models to real photographs of the original objects.
Andrew Gardner 0002, Chris Tchou, Tim Hawkins, Paul E. Debevec
ACM Trans. Graph.1
2002 A lighting reproduction approach to live-action compositing
abstract
We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
Paul E. Debevec, Andreas Wenger, Chris Tchou, Andrew Gardner 0002, Jamie Waese, Tim Hawkins
ACM Trans. Graph.4