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Interactive reflection editing
- ACM Trans. Graph. (Proc. SIGGRAPH Asia
, 2009
"... Effective digital content creation tools must be both efficient in the interactions they provide but also allow full user control. There may be occasions, when art direction requires changes that contradict physical laws. In particular, it is known that physical correctness of reflections for the hu ..."
Abstract
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Cited by 3 (2 self)
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Effective digital content creation tools must be both efficient in the interactions they provide but also allow full user control. There may be occasions, when art direction requires changes that contradict physical laws. In particular, it is known that physical correctness of reflections for the human observer is hard to assess. For many centuries, traditional artists have exploited this fact to depict reflections that lie outside the realm of physical possibility. However, a system that gives explicit control of this effect to digital artists has not yet been described. This paper introduces a system that transforms physically correct reflections into art-directed reflections, as specified by reflection constraints. The system introduces a taxonomy of reflection editing operations, using an intuitive user interface, that works directly on the reflecting surfaces with real-time visual feedback using a GPU. A user study shows how such a system can allow users to quickly manipulate reflections according to an art direction task.
Sketch and Paint-based Interface for Highlight Modeling
- EUROGRAPHICS WORKSHOP ON SKETCH-BASED INTERFACES AND MODELING
, 2008
"... In computer graphics, highlights capture much of the appearance of light reflection off a surface. They are generally limited to pre-defined models (e.g., Phong, Blinn) or to measured data. In this paper, we introduce new tools and a corresponding highlight model to provide computer graphics artists ..."
Abstract
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Cited by 3 (0 self)
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In computer graphics, highlights capture much of the appearance of light reflection off a surface. They are generally limited to pre-defined models (e.g., Phong, Blinn) or to measured data. In this paper, we introduce new tools and a corresponding highlight model to provide computer graphics artists a more expressive approach to design highlights. For each defined light key-direction, the artist simply sketches and paints the main highlight features (shape, intensity, and color) on a plane oriented perpendicularly to the reflected direction. For other light-andview configurations, our system smoothly blends the different user-defined highlights. Based on GPU abilities, our solution allows real-time editing and feedback. We illustrate our approach with a wide range of highlights, with complex shapes and varying colors. This solution also demonstrates the simplicity of introduced tools. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation 1.
Interactive On-Surface Signal Deformation
"... deformations (7 fps and 11K deformation points). The user sets deformation constraints and the system interactively updates the rendering. We present an interactive system for the artistic control of visual phenomena visible on surfaces. Our method allows the user to intuitively reposition shadows, ..."
Abstract
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deformations (7 fps and 11K deformation points). The user sets deformation constraints and the system interactively updates the rendering. We present an interactive system for the artistic control of visual phenomena visible on surfaces. Our method allows the user to intuitively reposition shadows, caustics, and indirect illumination using a simple click-and-drag user interface working directly on surfaces. In contrast to previous approaches, the positions of the lights or objects in the scene remain unchanged, enabling localized edits of individual shading components. Our method facilitates the editing by computing a mapping from one surface location to another. Based on this mapping, we can not only edit shadows, caustics, and indirect illumination but also other surface properties, such as color or texture, in a unified way. This is achieved using an intuitive userinterface that allows the user to specify position constraints with drag-and-drop or sketching operations directly on the surface. Our approach requires no explicit surface parametrization and handles scenes with arbitrary topology. We demonstrate the applicability of the approach to interactive editing of shadows, reflections, refractions, textures, caustics, and diffuse indirect light. The effectiveness of the system to achieve an artistic goal is evaluated by a user study.
Stylized Vector Art from 3D Models with Region Support
"... We describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries. To properly define filled regions, we analyze and combine accurate but jagged face-normal contours with smooth but inaccurate interpolated vertex normal ..."
Abstract
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We describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries. To properly define filled regions, we analyze and combine accurate but jagged face-normal contours with smooth but inaccurate interpolated vertex normal contours, and construct a new smooth shadow contour that properly surrounds the actual jagged shadow contour. We decompose region definition into geometric and topological components, using machine precision for geometry processing and raster-precision to accelerate topological queries. We extend programmable stylization to simplify, smooth and stylize filled regions. The result renders 10K-face meshes into custom clip-art in seconds. 1.
DOI: 10.1145/1899950.1899973 Shading-Interval Constraints for Normal Map Editing
, 2010
"... Normal mapping is a compact representation to create visually rich shapes and shading effects. In this paper, we introduce a new paintbased approach to edit a normal map according to the intended shading, from realistic to non-realistic ones. For this purpose, we have formulated a normal-from-shadin ..."
Abstract
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Normal mapping is a compact representation to create visually rich shapes and shading effects. In this paper, we introduce a new paintbased approach to edit a normal map according to the intended shading, from realistic to non-realistic ones. For this purpose, we have formulated a normal-from-shading operation as a quadratic problem that makes use of intervals on shading. This approach ensures that the resulting normal map visually corresponds to the user-designed shading.

