Environment Matting and Compositing
Douglas Zongker1
Dawn Werner1
Brian Curless1
David Salesin1,2
1University of Washington
2Microsoft Research
Abstract
This paper introduces a new process, environment matting, which
captures not just a foreground object and its traditional opacity
matte from a real-world scene, but also a description of how that
object refracts and reflects light, which we call an environment
matte. The foreground object can then be placed in a new
environment, using environment compositing, where it will
refract and reflect light from that scene. Objects captured in this
way exhibit not only specular but glossy and translucent effects, as
well as selective attenuation and scattering of light according to
wavelength. Moreover, the environment compositing process, which can
be performed largely with texture mapping operations, is fast enough
to run at interactive speeds on a desktop PC. We compare our results
to photos of the same objects in real scenes. Applications of this
work include the relighting of objects for virtual and augmented
reality, more realistic 3D clip art, and interactive lighting design.
Paper
SIGGRAPH 1999 paper (1.7MB PDF)
Citation (bibTex)
Douglas E. Zongker, Dawn M. Werner, Brian Curless, and David H. Salesin.
Environment Matting and Compositing.
In Proceedings of ACM SIGGRAPH 99,
pages 205-214, August 1999
Results
Here are some (very large) QuickTime movies of environment compositing
in action.