Original Post
Hi,
I'm researching inverse rendering: extraction of the lighting, materials and geometry out of photos from different viewpoints.
The current algorithm uses a hierarchical refinement procedure, based on a Haar wavelet tree, to guide the optimization process. The process is illustrated below:

As you can see, the estimated lighting is not smooth enough. In game development the most obvious thing to do would be to apply some smoothing filter, but I cannot do it in this case. This would make my estimation much more innaccurate and this is not meant for games but more critical visualisation applications.
So my idea was to replace the Haar wavelets with linear wavelets. Unfortunately, there is far less literature on them.
As we all know, Haar wavelets look like this:

However, I've been scratching my head over what a linear (second order) wavelet would look like. Would it look something like this?

Also, if you know of any good literature on linear wavelets like these, please let me know.
Many thanks,
Jeroen
I'm researching inverse rendering: extraction of the lighting, materials and geometry out of photos from different viewpoints.
The current algorithm uses a hierarchical refinement procedure, based on a Haar wavelet tree, to guide the optimization process. The process is illustrated below:

As you can see, the estimated lighting is not smooth enough. In game development the most obvious thing to do would be to apply some smoothing filter, but I cannot do it in this case. This would make my estimation much more innaccurate and this is not meant for games but more critical visualisation applications.
So my idea was to replace the Haar wavelets with linear wavelets. Unfortunately, there is far less literature on them.
As we all know, Haar wavelets look like this:
However, I've been scratching my head over what a linear (second order) wavelet would look like. Would it look something like this?

Also, if you know of any good literature on linear wavelets like these, please let me know.
Many thanks,
Jeroen