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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Light Source Estimation for Realistic Shadow using Segmented HDR Images</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jae-Doug Yoo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kwan H. Lee</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fig.1. Overall Procedure of Proposed Method</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <abstract>
        <p>- To achieve seamless integration of the real scene with virtual objects, we need to obtain accurate illumination condition of the real scene. Using HDRI (High Dynamic Range Image) we can acquire and control real world illumination information. There are various intensity levels of light sources in a HDRI; some regions are very bright and others are not. Bright regions contain much more lighting information than the other regions. Thus in this paper we propose a light source estimation method by using the ratio of intensity of radiation from segmented HDR images which are divided by characteristics of histogram value. This paper describes three mains steps performed in the research. First, we segment an image efficiently; second, we analyze the distribution of intensity of radiation. Finally, we estimate light sources from segmented HDR images by using the ratio of intensity of radiation.</p>
      </abstract>
      <kwd-group>
        <kwd>High Dynamic Range Image(HDRI)</kwd>
        <kwd>Image Based Lighting(IBR)</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Icommercial products, game, VR and AR, seamless
n various fields such as a movie, advertisement for
integration of virtual objects with a real world scene has been
frequently used. To achieve more realistic synthetic results,
accurate geometric models, material appearance and real world
illumination conditions are required. Among them, accurate
geometric models can be obtained by 3D scanners and material
appearance can be defined by “Reflectance Distribution
Function” such as “BSSRDF” and “BRDF”. And real world
illumination conditions can be represented by HDRI (High
Dynamic Range Image). But to exploit this information, it
requires heavy computation time. So, in this paper we propose a
method to estimate illumination conditions efficiently for
realistic synthetic scene.</p>
      <p>To analyze the distribution of real world illumination we
exploit the segmented HDRIs which represent real world
illumination. Rendering result with virtual objects using the
proposed method is closely mimic the objects rendered using
IBL method (Image Based Lighting) that is based on global
illumination technique. Proposed method can be used some
applications where computational time is vital factor,
estimating few number of light sources. Also it is possible that
use the lighting effect of each segmented image.</p>
      <p>
        In the last few years, significant progress has been made in
the area of estimating the reflectance properties and the
illumination conditions of a scene based on images of the real
world scene. Initial research in this area started for shape from
shading application, which focused on recovering most
prominent single light source [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. However the illuminations
of the real world are very complex and cannot be represented
using a single light source. Another work that closely relates to
our research was to estimate few directional light sources from
high dynamic radiance maps [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. But the major drawback with
their approach is that they used an iterative method to optimize
the placement of light sources. Their solution has a chance of
getting stuck in local minima.
      </p>
    </sec>
    <sec id="sec-2">
      <title>III. ESTIMATION OF LIGHTING CONDITION</title>
      <sec id="sec-2-1">
        <title>A. Estimation Procedure</title>
        <p>
          Figure1 shows the overall procedure for estimation of
lighting condition. For the first we need to segment input HDRI
as the intensity of radiation, it can be segmented many regions
but in our experiment we segment it into three regions; bright,
medium bright and dim region. Using these segmented images,
light sources are estimated by using median cut algorithm and
the result can be used rendering scene [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Segmentation of HDRI</title>
        <p>
          We use tone-mapped image which has LDR-level range of
the HDRI to segment the HDRI using the characteristics of
image histogram. We do this since it is hard to classify the
distribution of the pixel values due to the wide range of HDRI.
In addition, user intervention is required to determine the
characteristic value of the histogram. We use Fuzzy-C Means
clustering algorithm to automatically find a characteristic value
of the histogram without user intervention [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
        <p>Figure 2 shows the procedure of FCM algorithm. The FCM
algorithm is operated until the difference of the current and
previous set is less than 0.0001. Then the light source
information is computed from each segmented HDR image by
using the median cut sampling algorithm.
intensity radiation. Median Cut algorithm operates to partition
an image into 2n regions of similar light energy.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>IV. RESULT</title>
      <sec id="sec-3-1">
        <title>C. Median Cut algorithm</title>
        <p>
          We estimate the light sources based on the intensity of
radiation by using Median Cut algorithm [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Total intensity of
radiation is computed by the sum of the total pixel energy in the
image; E = 0.1215R + 0.7154G + 0.0721B following ITU-R
recommendation BT.709. Radiation of each region is also
computed similarly using the pixels within each region. The
number of light sources corresponds to the computed ratio of
        </p>
        <p>Using the segmented HDR images, light sources can be
estimated more efficiently such as more light sources are
estimated in bright regions. Therefore it can generate realistic
shadows using the small number of light sources. And it can be
efficiently used in AR and interactive applications where
realistic shadow is required and rendering time is a vital factor.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>ACKNOWLEDGMENT</title>
      <p>This research is funded by ETRI OCR and ICRC project at
GIST.</p>
    </sec>
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