Improved infrared phase measuring deflectometry method for the measurement of discontinuous specular objects

2020 ◽  
Vol 134 ◽  
pp. 106194 ◽  
Author(s):  
Caixia Chang ◽  
Zonghua Zhang ◽  
Nan Gao ◽  
Zhaozong Meng
Keyword(s):  
Author(s):  
Roy Or-El ◽  
Rom Hershkovitz ◽  
Aaron Wetzler ◽  
Guy Rosman ◽  
Alfred M. Bruckstein ◽  
...  
Keyword(s):  

2017 ◽  
Vol 7 (1) ◽  
Author(s):  
Yue Liu ◽  
Shujun Huang ◽  
Zonghua Zhang ◽  
Nan Gao ◽  
Feng Gao ◽  
...  

2019 ◽  
Vol 9 (7) ◽  
pp. 1444
Author(s):  
Xiaoting Deng ◽  
Nan Gao ◽  
Zonghua Zhang

Phase measuring deflectometry has been widely studied as a way of obtaining the three-dimensional shape of specular objects. Recently, a new direct phase measuring deflectometry technique has been developed to measure the three-dimensional shape of specular objects that have discontinuous and/or isolated surfaces. However, accurate calibration of the system parameters is an important step in direct phase measuring deflectometry. This paper proposes a new calibration method that uses phase information to obtain the system parameters. Phase data are used to accurately calibrate the relative orientation of two liquid crystal display screens in a camera coordinate system, by generating and displaying horizontal and vertical sinusoidal fringe patterns on the two screens. The results of the experiments with an artificial specular step and a concave mirror showed that the proposed calibration method can build a highly accurate relationship between the absolute phase map and the depth data.


2021 ◽  
Author(s):  
Yunhao Li ◽  
Chia-Kai Yeh ◽  
Bingjie Xu ◽  
Florian Schiffers ◽  
Marc Walton ◽  
...  

2020 ◽  
pp. 39-47
Author(s):  
Sergei V. Ershov ◽  
Dmitry D. Zhdanov ◽  
Alexei G. Voloboy

When simulating the propagation of light, luminance/ radiance brought by a ray is calculated from the optical properties of the scene objects it interacts with. According to their optical properties, objects can be roughly divided into diffuse and specular. In Monte Carlo ray tracing luminance/radiance is calculated only for diffuse surfaces. When a ray hits a specular a surface, it is reflected (or refracted) until it reaches a diffuse surface, and only then the luminance/radiance is calculated. In the proposed approach, diffuse elements are further divided into genuine diffuse and quasi-specular elements. The most natural criterion for the latter is that it scatters light in a narrow cone about the specular direction. An element of the scene can also be a superposition of both types when its scattering function is a sum of the genuine diffuse and quasi-specular parts. This article shows how different components of illuminance/irradiance interact with quasi-specular objects and describe how this works in the bi-directional stochastic ray tracing. The proposed approach significantly reduces stochastic noise for multiple scenes. This method is also applicable for simulation of volume scattering, treating the phase function of the medium as quasi-specular. In this case, the choice of quasi-specular objects is not based on the nature of the bidirectional scattering distribution function (BSDF): the medium is treated as completely quasi-specular while the surfaces, even if their BSDFs are narrower, remain genuine diffuse. The article shows the advantage of this approach.


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