jects, we use the direct relationship on intensity be-
tween the virtual object and the diffuse sphere. The
proposed method is very efficient and reasonably ac-
curate, since this method does not need to estimate
light source distributions, and does not suffer from the
estimation error of light source distributions.
For generating the shadow of virtual objects, we
use the shadow of reference diffuse sphere. If we
have a known object on a ground plane, the shadow
of the object on the plane is a very useful cue to esti-
mate light source distributions. Sato et al. (Sato et al.,
2003) proposed a method for estimating light source
distributions from shadows on a plane, which are gen-
erated by known objects. However, their method as-
sumes that there is no inter reflection between the ob-
ject and the plane. Hence, their method suffers from
the inter reflections, if the reflectance of the object is
large. Thus, we in this paper estimate light source
distributions from shadows of a diffuse sphere taking
account of the effect of inter reflections between the
sphere and the plane. As a result, virtual objects and
their shadows can be rendered quite efficiently and ac-
curately from a single diffuse sphere put in the scene.
In the following sections, we first propose an ef-
ficient method for generating shading information of
virtual objects from a reference diffuse sphere with-
out using light source information. We next propose
a method for generating shadows by estimating light
source distributions from the shadow of the reference
sphere. We in this paper assume all the light sources
are at infinity, and virtual objects put into the scene do
not emit any light and are Lambertian.
2 SYNTHESIZING VIRTUAL
OBJECTS INTO THE SCENE
The standard method for synthesizing virtual objects
into real scene is based on the estimation of light
sources of the scene. Suppose we have M light
sources at infinity, whose directions are represented
by unit vectors s
k
(k = 1, ··· , M), and magnitudes are
E
k
= [E
R
k
, E
G
k
, E
B
k
]
⊤
(k = 1, ··· , M) in red, green and
blue color channels. If the object surface is Lamber-
tian, the image intensity I
i
= [I
R
i
, I
G
i
, I
B
i
]
⊤
of ith point
on the surface illuminated by E
k
(k = 1, ··· , M) can
be described as follows:
I
i
=
M
∑
k=1
CR
i
E
k
v
ik
n
⊤
i
s
k
(1)
where n
i
denotes the surface normal at the ith point,
and v
ik
denotes a visibility function, which takes 1 if
the ith point is illuminated from the kth light source,
and takes 0 in the other case. R
i
is a 3 × 3 diag-
onal matrix whose diagonal components are the re-
flectance of the surface point ρ
R
i
, ρ
G
i
, ρ
B
i
in R, G and
B components as follows:
R
i
=
ρ
R
i
0 0
0 ρ
G
i
0
0 0 ρ
B
i
(2)
C denotes the characteristic function of the camera,
which represents the response of the camera in R, G
and B channels, i.e. the gain of output signals with re-
spect to input signals. In general the crosstalk among
R, G and B channels is very small and negligible, and
thus we assume the matrix C is also diagonal as fol-
lows:
C =
C
R
0 0
0 C
G
0
0 0 C
B
(3)
where, C
R
, C
G
and C
B
denote gains in each channel.
We in this paper assume that the gamma correction
does not exist in the camera, and its characteristic
function is linear.
From (1), we find that we need light source in-
formation E
k
in each orientation s
k
and camera char-
acteristics C for synthesizing the image intensity of
virtual objects. Thus, the existing methods estimate
light source information of the scene by using various
cues, such as shadows and shading, and measure the
characteristic function of the camera by using color
chart etc. However, the results suffer from the mea-
surement errors of these components.
Thus, we in this paper propose a method which
enables us to compute the image intensity of virtual
objects without estimating light sources and camera
characteristic functions. In our method, we put a dif-
fuse sphere in the scene as a reference object as shown
in Fig. 1, and use its image information for synthesiz-
ing virtual objects into the scene. Since the sphere has
surface normals in all the directions, the surface nor-
mal of any point on a virtual object in the scene has
its reference surface normal on the sphere. Although
not all the surface normals are visible in a single cam-
era image, all the visible surface normals of virtual
objects have their references in the visible part of the
sphere, if we assume affine projection.
Now, let us consider an image intensity I
′
j
of a jth
point on the reference sphere, whose surface normal
n
′
j
is identical with the surface normal n
i
of ith point
on the virtual object, i.e. n
′
j
= n
i
. Then, I
′
j
can be
described as follows:
I
′
j
=
M
∑
k=1
CR
′
j
E
k
v
′
jk
n
⊤
i
s
k
(4)
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