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The Lit Sphere:

The Lit Sphere:. A Model for Capturing NPR Shading from Art Peter-Pike J. Sloan William Martin Amy Gooch Bruce Gooch. Motivation. Interactive shading of 3D characters Artists shading study on the sphere. Motivation. Acquire reflectance from real world

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The Lit Sphere:

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  1. The Lit Sphere: A Model for Capturing NPR Shading from Art Peter-Pike J. Sloan William Martin Amy Gooch Bruce Gooch

  2. Motivation • Interactive shading of 3D characters • Artists shading study on the sphere

  3. Motivation • Acquire reflectance from real world • Use to illuminate and place synthetic objects in scene

  4. Previous Work • NPR • Lake2000 – Cartoon Shading • Gooch98 – Technical Illustration • Praun2001 – Real time hatching • Acquiring Shading Models • Environment Maps • Blinn76,Miller84,Green86 • More general models • Yu98, Yu99, Sato99

  5. Simple Idea • “Paint by normals” • Surface parameterized by normal field • Store shading model in a environment mapped indexed by surface normal (not reflection vector)

  6. Simple Examples

  7. Simple Demo

  8. Creating the Environment Map • Could just paint it • requires artistic ability

  9. Extracting EMap

  10. Creating the Environment Map • “Extract” from source artwork • Map triangles from source onto sphere • Simple control over parameterization

  11. Fill in gaps Render at multiple scales Blend into final image (1-dest,1) Could solve for colors by minimizing some high pass filter (ala Hakura99 and McCool01) Texture synthesis Creating The Environment Map

  12. Simple Demo 2

  13. More Examples

  14. Issues • Texture “crawls” when view changes • Texture as a function of curvature – seems odd but works better then one would expect, flat regions have no variation • Could attach texture to the surface, or at least separate it from shading • Probably want texture anchored on the surface, but able to respond to shading changes – kind of like Praun2001 but not just for hatching

  15. Simple Hacks • Have separate “texture sphere” that rotates with the object • Really should just live on the surface, bad parameterization for something very coherent • Just use cube maps • Modulate final results with “canvas” image • Kind of like detail textures, sometimes can make the “swimming” less objectionable

  16. Conclusions • Simple way to interactively shade objects based on source artwork • Works ok if you aren’t trying to transfer something that has strong texture • Probably should factor the model into more then 1 term…

  17. Acknowledgments • University of Utah Computer Graphics groups • Louise Bell, Grue, Susan Ashurst • Michael Cohen, Adam Finkelstein, James Mahoney, Wolfgang Heidrich • DARPA, NSF STC for CG&SV

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