Neural Factorization of Shape and Reflectance Under an Unknown Illumination
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Updated
Apr 30, 2023 - Python
Neural Factorization of Shape and Reflectance Under an Unknown Illumination
[ECCV 2022] Relighting4D: Neural Relightable Human from Videos
NeRF for Outdoor Scene Relighting [ECCV 2022]
Deep Illuminator is a data augmentation tool designed for image relighting. It can be used to easily and efficiently generate a wide range of illumination variants of a single image.
Implementation of SfSNet: Learning Shape, Reflectance and Illuminance of Faces in the Wild
[ICCV'21] Large Scale Multi-Illuminant (LSMI) Dataset for Developing White Balance Algorithm under Mixed Illumination
Quality Metrics for face identification problem
MATLAB Implementation of CVPR 2019 paper <<On Finding Gray Pixels>>
Arduino Dimmable PWM DIY LED Light for Marine/Reef/Freshwater Aquarium controller with Nextion LCD support and temperature/cooling fans control (3 sensors/fans)
Structured volume rendering using OpenGL, trying to reproduce some past proposed illumination techniques.
Following is Jon Barron and Jitendra Malik's SIRFS (Shape, Illumination, and Reflectance from Shading) Implementation. This source is downloaded from https://jonbarron.info/ and fixed for _fast implementation
The SSRT (Screen Space Ray Tracing) shader is a custom shader for the EEVEE render engine in Blender. It simulates light bouncing using screen space data, allowing for more realistic reflections and lighting in real-time.
Argenomic is a quality-diversity (or illumination) algorithm for optimization of small organic molecules.
The Sky's the Limit: Relightable Outdoor Scenes via a Sky-pixel Constrained Illumination Prior and Outside-In Visibility
Illumination model based on Normal and Spherical Harmonics is not precise. Here, we introduce new illumination model based on residue of shading
WebApp zur Steuerung und Verwaltung von 433-MHz-Funksteckdosen, FritzDect 200-Steckdosen und MiLight-Lampen.
Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects
A physically based offline renderer
[CVPR'24] Official repo of "Attentive Illumination Decomposition Model for Multi-Illuminant White Balancing"
The main idea of remote rendering is to distribute the rendering onto multiple nodes. A client splits its screen into multiple tiles, and each buffer for each tile is calculated by a different node. These calculated buffers are stacked back together by the client and it calculates the final illumination.
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