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Artistic Rendering Project Beta Release. Jeremy Shopf 11/21/06. Recap. Combine shape from shading with shading acquistion Inspired by “Image-based Material Editing” Get depth map from luminance Apply arbitrary BRDFs to depth map Awesome results. First Attempt. Get shape

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Artistic rendering project beta release

Artistic Rendering ProjectBeta Release

Jeremy Shopf

11/21/06


Recap
Recap

  • Combine shape from shading with shading acquistion

  • Inspired by “Image-based Material Editing”

  • Get depth map from luminance

  • Apply arbitrary BRDFs to depth map

  • Awesome results


First attempt
First Attempt

  • Get shape

    • Convert RGB to luminance

    • Use edge-preserving blur

    • Compress to simulate human visual system

    • Resulting values are used as depth

    • Calculate gradient

  • Get shading from shape

    • Assume isotropic surface shading

    • Estimate light direction in painting

    • Calculate angle of each pixel normal with light

    • For each pixel of a given angle, average all colors

      • Not good

    • Try and fit a function to it using least squares

      • Data too random to get anything remotely accurate




Second attempt
Second Attempt

  • Find pixel with the greatest luminance

    • This must be the color the material exhibits when its normal is approximately the lighting direction

  • Find pixel with the lowest luminance

    • Weight by distance from pixel with greatest luminance

  • Define shading function as all pixels between the brightest and darkest pixels

N dot L

0.0

1.0


Result
Result..

N dot L

0.0

1.0


Improvements
Improvements

  • What about when the artist chooses non-intuitive shading values

  • Pick greatest luminance as start, and closest pixel outside of object as end

  • Apply to painterly rendering!