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COMMON PHOTOGRAMMETRY

C/AR (Component Albedo & Roughness)

Both captured handheld (not turntable)

  • Ambient lighting, cloudy day (diffuse)
  • 38 MP sensor, 21mm prime lens, handheld, 125th shutter, f 8 and 11.0, 3600 ISO
  • No cleanup of model, original 110 million tris decimated to 2 million
  • Diffuse map only, five 8K UDIMs
  • Rendered unlit in UE4 at 4K
  • Polarized lighting captures empirical albedo & roughness values
  • 38 MP sensor, 21mm prime lens, handheld, 125th shutter, f 8.0 and 11.0, 400 and 800 ISO
  • No cleanup of model, original 100 million tris decimated to 2 million
  • Diffuse, roughness, and normal maps, four 8K UDIMs, empirical-based isolated specular drives normal and roughness
  • Rendered lit (animated lighting) in UE4 at 4K

Common photogrammetry typically captures scenes with ambient lighting as we have done in this comparison. The result is that the lighting, including shadows and specular reflections, is “baked” or trapped in the photography.

Our AC/R records separately how light interacts with materials, so that lighting can be tuned in any way imaginable after capture of the source photography.

Common photogrammetry suffers from serious challenges:

  • Subject dependent on (arbitrary) ambient lighting conditions
  • Details hiding in the shadows
  • Low light or the wrong light means noise, means ratty geometry. And in more extreme cases, say the dark underbelly of a bridge, means useless data.

AC/R overpowers, ideally replaces, ambient lighting to solve for proper definition in the shadows. That itself enables capture in poorly lit or entirely unlit environments such as under bridges, tunnels, and mines. Furthermore, polarized lighting supports “diffuse/specular separation”, the ticket to conveying empirical-based material reflectance properties.

While sensor resolution acts as a constraint on detail, common photogrammetry is further constrained by the inability of ambient lighting to expose high frequency surface detail. The closer you move in, the more evident become the limitations of common photogrammetry.

With AC/R the closer in you move, the more you see. Specular highlights convey grain of sand detail. Furthermore, AC/R captures empirical roughness information, the highest frequency details related to microfacets.

COMMON PHOTOGRAMMETRY vs AC/R

Ambient lit photogrammetry might suffice for subject matter  bathed in adequate light, especially with applications not requiring relighting. But, who wants to forego relighting? In truth, ambient lit photogrammetry can be relit, and often is, but not without serious caveats.

  • Shadows translate into noise
  • Noise translates into ratty geometry, if not useless data
  • Manual cleaning is expensive
  • CG tricks used to fake roughness – expensive
  • Realism – which wins out, nature or an artist’s interpretation?

 

So, what about  NeRFs? They’re ambient lit and look great. Some have argued photogrammetry is dead. The utility of polygonal geometry using PBR textures has its arguments, but one inescapable fact is that ambient lighting poses a serious constraint on capture, never mind where you take the data. Empirical AC/R or inferred PBR via AI? It’s a false dichotomy. AC/R and machine learning compliment one another. The former acts against “garbage in, garbage out” quality of data and provides a leg up to optimize post-processing. Armed with the best input, machine learning further automates post-processing and can make the strongest inferences about material reflectance properties.

RELIT COMMON

Under ideal lighting conditions, outdoors with unobstructed diffuse light, common photogrammetry produces acceptable results. For this reason, most common photogrammetry limits itself to evenly lit subject matter out in the open, steering clear of highly occluded subject matter, where every protruding object/feature casts shadows upon every other object/feature. The resulting noise in the shadows translates into geometry riddled with artifacts, the worst of which remain hidden so long as common photogrammetry is rendered unlit. In order to relight common photogrammetry, users absorb costly manual labor required for cleanup. Alternately, they may augment ambient lighting during capture, which then introduces its own set of constraints and issues with problematic specular reflections.