Use the buttons below the scene:
Button | Description |
---|---|
Texture | Show the room texture. |
RR: Ours | Show the reflection response map predicted by our full model. |
RR: w/o Vision | Same reflection response map but without using vision input (set vision feature to zero). |
Tip: The RGB color encodes frequency-dependent reflection response, with red indicating high-frequency and blue indicating low-frequency. Hard, smooth materials tend to reflect high frequencies (red); soft, rough materials reflect low frequencies (blue).