{"id":154962,"date":"2020-02-20T11:36:08","date_gmt":"2003-07-01T00:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/shadow-matting\/"},"modified":"2020-11-03T18:27:10","modified_gmt":"2020-11-04T02:27:10","slug":"shadow-matting","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/shadow-matting\/","title":{"rendered":"Shadow Matting"},"content":{"rendered":"<div class=\"asset-content\">\n<p>In this paper, we describe a method for extracting shadows from one natural scene and inserting them into another. We develop physically-based shadow matting and compositing equations and use these to pull a shadow matte from a source scene in which the shadow is cast onto an arbitrary planar background.We then acquire the photometric and geometric properties of the target scene by sweeping oriented linear shadows (cast by a straight object) across it. From these shadow scans, we can construct a shadow displacement map without requiring camera or light source calibration. This map can then be used to deform the original shadow matte. We demonstrate our approach for both indoor scenes with controlled lighting and for outdoor scenes using natural lighting.<\/p>\n<\/div>\n<p><!-- .asset-content --><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this paper, we describe a method for extracting shadows from one natural scene and inserting them into another. We develop physically-based shadow matting and compositing equations and use these to pull a shadow matte from a source scene in which the shadow is cast onto an arbitrary planar background.We then acquire the photometric and [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":[{"type":"user_nicename","value":"szeliski"}],"msr_publishername":"Association for Computing Machinery, Inc.","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"ACM Transactions on Graphics","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"ACM Transactions on Graphics","msr_number":"3","msr_organization":"","msr_pages_string":"494-500","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"22","msr_copyright":"Copyright \u00a9 2007 by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and\/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or permissions@acm.org.  The definitive version of this paper can be found at ACM\u2019s Digital Library 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