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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Reproduction of Specular Reflection Using 3D Gaussian Splatting in Diminished Reality for AR Marker Hiding</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Issa Narutomi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Norihiko Kawai</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Osaka Institute of Technology (OIT)</institution>
          ,
          <addr-line>1-79-1 Kitayama, Hirakata-shi, Osaka, 573-0196</addr-line>
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In augmented reality (AR) games, markers are often used to synthesize and present virtual objects on camera images. However, if the AR markers remain visible on the images, it reduces the quality of the AR experience. This problem can be solved by using diminished reality (DR), which visually removes real objects from real-time images and presents the background. However, conventional methods of diminished reality have dificulties with presenting natural background images in areas containing local luminance changes such as specular reflections. In this study, we propose a method for AR marker hiding that can handle specular reflections by using 3D Gaussian Splatting (3DGS), which generates free viewpoint images from a set of 2D images. The proposed method synthesizes a texture with appropriate specular reflections in the marker area according to the current camera pose in AR. Experiments demonstrate the efectiveness of the proposed method by comparing results with conventional methods.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;AR marker</kwd>
        <kwd>Specular reflection</kwd>
        <kwd>3D Gaussian Splatting</kwd>
        <kwd>Diminished reality</kwd>
        <kwd>Loss function</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        1. Introduction
reproduced in the AR marker area according to the
camera pose. In the process of performing AR, the current
Games using augmented reality (AR) provide realistic camera pose is estimated from the marker, and the image
visual experiences by synthesizing and presenting 3D vir- is rendered using the camera pose in the scene generated
tual objects in camera images, and markers are often used by 3DGS, and the rendered image is synthesized into
to estimate camera poses and determine the positions of the marker area to achieve marker hiding with specular
virtual objects in such games. However, if the AR mark- reflection. In the following sections, we first provide an
ers remain visible when 3D virtual objects are displayed, overview of conventional methods and then describe the
the quality of the AR experience is reduced. This problem proposed method.
can be solved using diminished reality (DR) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which
visually removes real objects from real-time images and
presents the background. However, most of the conven- 2. Related work
tional methods of diminished reality have the problem
that local luminance changes, such as specular reflection, Diminished reality can be classified into three main
catare not reflected in the background image synthesized egories: the first method uses multiple cameras set at
on the AR markers when the camera moves. diferent viewpoints, the second method uses a
previ
      </p>
      <p>
        In this study, we focus on specular reflections whose ously captured background image, and the third method
positions change according to camera movement and uses inpainting to estimate the background texture based
propose a novel method of diminished reality to improve on the information around the area.
the quality of background images synthesized on AR In the method using multiple cameras at diferent
viewmarkers placed on planes where specular reflections oc- points [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4, 5</xref>
        ], unwanted objects are removed by
transcur. The proposed method uses 3D Gaussian Splatting forming and copying the background texture captured
(3DGS) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which generates free viewpoint images from from another camera. This category is not related to
a set of 2D images. In this study, as a pre-process, by ex- the proposed method because these methods cannot be
cluding the loss of the AR marker area in images during applied to AR marker hiding situations, where an AR
3DGS training, we can reconstruct a 3D scene in which marker is placed on a surface such as a wall or floor,
the AR marker is removed and specular reflections are completely hiding its background.
In the method using pre-captured background
APMAR’24: The 16th Asia-Pacific Workshop on Mixed and Augmented images[6, 7, 8, 9], unwanted objects are removed by
Reality, Nov. 29-30, 2024, Kyoto, Japan combining pre-captured background images with
image*$Comrr1emsp2o4an3d5in@gsat.uotiht.oarc..jp (I. Narutomi); norihiko.kawai@oit.ac.jp based rendering according to the current camera pose.
(N. Kawai) However, to accurately reproduce specular reflections,
0000-0002-7859-8407 (N. Kawai) which shift as the camera’s pose change, background
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License images need to be densely captured from various camera
Attribution 4.0 International (CC BY 4.0).
angles. Additionally, these methods require capturing
background images in advance in scenes without
unwanted objects. In contrast, the proposed method does
not have to capture the background of the AR marker to
be removed.
      </p>
      <p>
        Methods using inpainting [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">10, 11, 12, 13, 14, 15, 16</xref>
        ]
remove unwanted objects by estimating the background of
the object from the surrounding area. These techniques
can be further divided into two types: one in which
inpainting is performed on every frame [
        <xref ref-type="bibr" rid="ref8">10, 12, 16</xref>
        ], and
one in which inpainting is performed on a single frame Figure 1: Flowchart of the entire proposed method.
and the inpainted texture is geometrically and
photometrically adjusted on every frame [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">11, 13, 14, 15</xref>
        ]. The
former methods require high-speed inpainting, and even
the latest deep learning-based method [
        <xref ref-type="bibr" rid="ref8">16</xref>
        ] has limited a set of images including AR markers are captured, and
removal quality. On the other hand, the latter methods the camera poses are estimated by COLMAP [
        <xref ref-type="bibr" rid="ref9">17</xref>
        ], a type
give better inpainting quality because it can take more of Structure from Motion (SfM) software, and the
coorditime. However, it is important to adjust the inpainted nate system is transformed. 3D Gaussian Splatting [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is
image every frame. then trained using these as input. During training, the
      </p>
      <p>
        As for the photometric adjustment, while many of the losses of the AR marker areas are excluded, so that the
latter methods adjust the luminance of the background 3D scene is reconstructed as if the AR markers in the
image for global luminance changes [
        <xref ref-type="bibr" rid="ref5 ref6">11, 13, 14</xref>
        ], the image do not exist, enabling to generate images without
method in [
        <xref ref-type="bibr" rid="ref7">15</xref>
        ] deals with specular reflection. In this AR markers from free viewpoints.
method, specular reflections are added to the inpainted In the AR experience process, the image is rendered
background texture by detecting specular reflections in from the reconstructed 3D scene according to the current
diferent brightness levels around the target area and camera pose estimated from an AR marker. The texture
iftting ellipses to them. Due to this mechanism, if most of the area corresponding to the AR marker area in the
of the specular reflections are included within the tar- rendered image is copied frame by frame to the same area
get area and do not appear in the surrounding area, the in the real-time image after global intensity correction,
accuracy of the specular reflection area estimation may thereby achieving the reproduction of natural specular
decrease significantly. reflections. In the following sections, an overview of
      </p>
      <p>The proposed method falls into a hybrid area between 3D Gaussian Splatting and the details of the proposed
the second category using images captured in advance, method are described.
and the third category using inpainting. However, unlike
the conventional methods in the second category, the 3.2. Overview of 3D Gaussian Splatting
images captured in advance includes the target marker 3D Gaussian Splatting (3DGS) reconstructs a 3D scene
to be removed, and it is not necessary to capture the represented by a 3D Gaussian distribution from a 2D
background behind the marker. Also, unlike the conven- image set through training and can generate images from
tional methods in the third category, instead of removing new viewpoints that are not included in the 2D image
the target object from the image using patch-based or set via volume rendering. Before training, COLMAP is
deep learning-based inpainting, we construct a 3D scene used to estimate the intrinsic and extrinsic parameters of
without the target marker by manipulating the loss dur- the cameras, as well as the 3D coordinates of the feature
ing 3DGS training. These enable to achieve diminished points for each image in the 2D image set. 3DGS uses the
reality that reproduces appropriate specular reflections 2D image set along with the estimated camera poses and
in the AR marker area according to the camera pose. the 3D coordinate of each feature point as training data.
In the training of 3DGS, the parameters of the 3D
Gaus3. Proposed method sian function representing the Gaussian distribution in
3D space are initialized, and the loss between an image
3.1. Overview selected at random from a set of 2D images and the
rendered image with the same camera pose is calculated by
The proposed method is divided into two processes: pre- the diference in pixel values at each pixel and the DSSIM.
process and process during the AR experience. The The Gaussian distribution representing the 3D scene is
lfowchart of the entire proposed method is shown in Fig- updated according to the gradient calculated beased on
ure 1. In the pre-process stage of the proposed method, the loss.</p>
      <p>(b) Rendered image</p>
    </sec>
    <sec id="sec-2">
      <title>3.3. Pre-process of the proposed method</title>
      <p>In the pre-processing stage, many images are captured
from various camera poses, ensuring that AR markers
are included in the images. These images are used as
input for the training of 3D Gaussian Splatting. In this
study, the training is conducted in such a way that no loss
occurs in the AR marker area, allowing free viewpoint
images to be generated as if the AR markers were not
present in the scene.</p>
      <p>Specifically, the four corners of the AR marker in the
input image are obtained, and the inner area containing
these corners and its surroundings are filled with a fixed
pixel value, as shown in Figure 2(a). The same area is
iflled with the same pixel value in the rendered image,
as shown in Figure 2(b), to reduce the loss in the AR
marker area to zero. This results in reconstructing the
3D scene as if the AR markers did not exist. In this case,
as shown in Figure 3, in the space constructed by 3D
Gaussian Splatting, a virtual light source is generated at
a position symmetrical to the actual light source with
respect to the plane on which the marker exists, based on
the reflection of specular light. By rendering an image
in this constructed environment according to the camera
pose, specular reflections appear in the marker area at
appropriate positions.</p>
      <p>In the process during the AR experience mentioned
below, the AR marker in the real-time video is detected,
and the camera pose is calculated in a coordinate system
where the center of the AR marker is the origin (marker
coordinate system). Based on this information, a virtual
camera is set up and the same view is rendered in the
reconstructed 3D scene. However, since the coordinate
system of the 3D scene (COLMAP coordinate system) is
established during processing by COLMAP and difers
from the marker coordinate system, simply using the
current camera pose as the virtual camera one in the
reconstructed 3D scene does not yield the same view
with the camera image.</p>
      <p>Therefore, before training with 3D Gaussian Splatting,
the COLMAP coordinate system is transformed to the
marker coordinate system using the model aligner, which
is one of the functions of COLMAP. Specifically, the poses
of all cameras are transformed so that all camera positions
in the COLMAP coordinate system match the camera
positions in the marker coordinate system, which are
obtained by detecting the AR marker. Examples of the
coordinate system and camera poses before and after
the transformation are shown in Figures 4(a) and 4(b),
respectively.
(a) Before adjustment
(b) After adjustment</p>
    </sec>
    <sec id="sec-3">
      <title>3.4. Process during AR experience</title>
      <p>(a) Certain camera pose</p>
      <p>(b) Diferent camera pose
In the process during the AR experience, an image is
rendered according to the current camera pose and
synthesized into the AR marker area of the real-time video as positions of specular reflections around the marker are
the background image. However, if the rendered image consistent between the images to be compared, the
lumiis copied directly, the diference in intensity of images nance of the local specular reflection does not afect the
between the camera used for training data collection global luminance adjustment.
in 3DGS and the AR camera may cause the
inconsistency between the texture of the AR marker area and its 4. Experiments
surrounding texture in the real-time video as shown in
Figure 5(a). To demonstrate the efectiveness of the proposed method,</p>
      <p>
        To eliminate the inconsistency caused by the difer- comparative experiments were conducted between the
ence in intensity between the textures, we employ the proposed method and the conventional method [11] in a
intensity adjustment methods in [
        <xref ref-type="bibr" rid="ref5">11, 13</xref>
        ]. Specifically, scenario where an AR markers was placed on three types
both the real-time image and the rendered image are first of planes where specular reflections occur. We used an
transformed as if the scene is captured by a camera in ArUco marker as an AR marker provided by the aruco
front of the marker. Luminance change coeficients of module of OpenCV-contrib, an extension of OpenCV. The
grids of the marker’s surrounding area as shown in Fig- specifications of the PC, camera, image resolution are
ure 6 between the rendered image and real-time camera shown in Tables 1 and 2, respectively, and the appearance
image are then calculated. The coeficients in the marker of the experimental environment is shown in Figure 8.
area are then interpolated using those around the marker. In the following sections, we describe the experiments
Finally, the pixel values of the rendered image are multi- in each plane in turn.
plied by the coeficients and copied to the marker area of
the current frame, as shown in Figure 5(b).
      </p>
      <p>
        Note that, while the conventional methods [
        <xref ref-type="bibr" rid="ref5">11, 13</xref>
        ] use 4.1. Experiment 1: floor with specular
the background image obtained by inpainting, which is reflections
the just one frame, the proposed method uses the
rendered image obtained according to the current camera
pose as the background for each frame. The reason for
this is that, as shown in Figure 7, the positions of
specular reflections also change in the area around the marker
depending on the camera pose. By ensuring that the
In the experiments conducted on a floor where specular
reflections appear, we used 122 images as training data
for 3DGS. Figure 9 shows an example of the training data.
      </p>
      <p>Figure 10 shows the rendered results obtained by original
3DGS training and the proposed 3DGS training, which
excludes the AR marker area. These results demonstrate
(a) Virtual light source in rendered image when
virtual camera is placed under the floor and
facing downward
(b) Rendered image when virtual camera is
fac</p>
      <p>ing upward from below the floor
that the method excluding the marker areas successfully
generates a floor without the marker. Figure 12: Constructed environment seen from the side.</p>
      <p>Figure 11 shows rendered images when the virtual
camera is placed under the floor, and facing downward
and upward. From the figure, we confirmed that a vir- conventional method [11], the results of the proposed
tual light source was generated not at the actual light method before and after intensity adjustment. From
source position but under the floor, allowing the light to the experimental results, we can see that the proposed
reach the viewpoint and appear as a specular reflection. method properly represents specular reflection in the
Figure 12 shows the constructed environment from the area inside the marker, while the specular reflection is
disside. From the figure, we can see that the floor in the connected at the boundary of the marker by the
conven3D scene are represented not as a solid plane but as a tional method. In addition, the intensity adjustment of
hierarchical arrangement of Gaussian distributions with the proposed method achieves adequate global luminance
information on the color and opacity of the objects. For adjustment. Figure 14 shows the results from another
this reason, not only specular reflections, but also the viewpoint. We can confirm that the shape of specular
colors of the floor in areas other than specular reflections reflection is slightly dificult to recognize, but compared
are reproduced in the marker area. to the result of the conventional method, the specular</p>
      <p>Next, we show experimental results during AR experi- reflection can be definitely observed. The frame rate of
ence. Figure 13 shows the input image, the result of the the proposed method was 8-10 fps.</p>
      <p>(b) Conventional method
(c) Before intensity adjust-(d) After intensity adjustment</p>
      <p>ment (Proposed method)</p>
    </sec>
    <sec id="sec-4">
      <title>4.2. Experiment 2: marble-like black tiles</title>
      <p>In the experiments conducted on black marble-like tiles,
121 images were used as training data. Figure 15 shows
an example of the training data. Figures 16 shows the ren- produced by the conventional method, are more clearly
dered results obtained by the original 3DGS training and visible in the result of the proposed method than that in
the proposed 3DGS training. In this scene, the proposed Experiment 1. Although the proposed method produces
method also makes the marker invisible, and black tiles some artifacts in the results, it can generate specular
appear on the marker area. However, the fineness of the reflections that are geometrically consistent in the AR
white texture is slightly diferent from the surrounding marker area. The frame rate of the proposed method was
texture. 8-10 fps in this experiment as well.</p>
      <p>Figures 17 and 18 show the input images, the results
of the conventional method [11], the results of the
proposed method before and after intensity adjustment
during the AR experience with diferent viewpoints. In this
experiment, the specular reflections, which were not
re(c) Before brightness adjust-(d) Proposed method(After
ment brightness adjustment)</p>
    </sec>
    <sec id="sec-5">
      <title>4.3. Experiment 3: transparent board on a floor</title>
      <p>In the experiments conducted with a transparent board
on the floor, 122 images were used as training data. Figure
19 shows an example of the training data. Figures 20
shows the rendered results obtained by original 3DGS
training and the proposed 3DGS training. In this scene as
well, we can confirm that the markers have been naturally
erased from the scene.</p>
      <p>Figures 21 and 22 show the input images, the results
of the conventional method, the results of the proposed
(a) Input image
method before and after intensity adjustment. In this
experiment, the conventional method [11] could not
reproduce specular reflection as well as the other experiments.
On the other hand, the proposed method rendered the
specular reflections. We confirmed that the geometrical
consistency of the specular reflections in the AR marker
area with the proposed method is better than that
observed in Experiment 1. However, we also confirmed the
diference in luminance between the specular reflections
in the AR marker area and the surrounding area. In this
experiment, the frame rate of the proposed method was
8-10 fps.</p>
    </sec>
    <sec id="sec-6">
      <title>4.4. Discussion</title>
      <p>From the results mentioned above, we confirmed that the
proposed method is able to represent specular reflections
at geometrically appropriate locations, which could not
be reproduced by the conventional method. However,
for planes with fine textures, as in Experiment 2, we
found it dificult to reproduce the similar fine texture on
the marker. In addition, as shown in Experiment 3, we
confirmed that the intensity adjustment by the proposed
method is efective for global diference in intensity in
areas other than specular reflection areas, but it is not
sufifcient for adjusting the brightness of specular reflections.
We consider that this is because the intensity adjustment
is performed in the same way for the entire marker area,
regardless of the presence or absence of specular
reflection. Therefore, one solution to this problem may be to
separate the intensity adjustment method for specular
reflection areas and other areas.</p>
    </sec>
  </body>
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