Brummi / derender3d

CVPR 2022 - derender3d: A method for de-rendering a 3D object from a single image into shape, material, and lighting, that is trained in a weakly-supervised fashion relying only on rough shape estimates.

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Why not estimate coarse albedo from coarse brightness (B_u) directly?

howardchina opened this issue · comments

commented

If I get the optimised $L_c$ from Equation 3, then the aggregated shading map is very close to $2 B_u$.
Then watching Equation 4, why not just represent coarse albedo from $B_u$ ?
$$\tilde{A}=I_u (2 B_u)^{-1} $$