Fabricating Microgeometry for Custom Surface Reflectance
|
|
- Percival Welch
- 5 years ago
- Views:
Transcription
1 Fabricating Microgeometry for Custom Surface Reflectance SIGGRAPH 2009 August 4, New Orleans Tim Weyrich 1 Pieter Peers 2 Wojciech Matusik 3 Szymon Rusinkiewicz 3,4 1 University College London 2 University of Southern California, Institute for Creative Technologies 3 Adobe Systems, Inc. 4 Princeton University
2 Acquiring & Fabricating Geometry Wikimedia Common
3 3D Sca n nin g Acquiring & Fabricating Geometry Wikimedia Common
4 3D ting Sca n Prin nin 3D g Acquiring & Fabricating Geometry Wikimedia Common
5 Acquiring & Fabricating Reflectance?
6 Re fle Ac cta qu n isit ce ion Acquiring & Fabricating Reflectance?
7 ??? Re fle Ac cta qu n isit ce ion Acquiring & Fabricating Reflectance?
8 Microfacet Theory Reflectance as a result of microgeometry Surface modelled by tiny mirrors (microfacets) [TORRANCE AND SPARROW 1967]
9 Microfacet Theory Reflectance as a result of microgeometry Surface modelled by tiny mirrors (microfacets) [TORRANCE AND SPARROW 1967] n n v h l
10 Microfacet Theory Reflectance as a result of microgeometry Surface modelled by tiny mirrors (microfacets) [TORRANCE AND SPARROW 1967] Net effect described by microfacet distribution (MFD) 1-D Microfacet Distribution Appearance
11 Microfacet Theory Reflectance as a result of microgeometry Surface modelled by tiny mirrors (microfacets) [TORRANCE AND SPARROW 1967] Net effect described by microfacet distribution (MFD) MFD can be estimated from measured data [NGAN ET AL. 2005] [NGAN ET AL. 2005]
12 Microfacet Theory Reflectance as a result of microgeometry Surface modelled by tiny mirrors (microfacets) [TORRANCE AND SPARROW 1967] Net effect described by microfacet distribution (MFD) MFD can be estimated from measured data [NGAN ET AL. 2005] Our goal: fabricating microgeometry from an MFD
13 Previous Work Material design and editing Aggregate BRDF from arbitrary microgeometry or MFD [WESTIN ET A. 1992; ASHIKHMIN ET AL. 2000] [ASHIKHMIN ET AL. 2000]
14 Previous Work Material design and editing Aggregate BRDF from arbitrary microgeometry [WESTIN ET A. 1992; ASHIKHMIN ET AL. 2000] BRDF design by drawing highlights [COLBERT ET AL. 2006] [COLBERT ET AL. 2006]
15 Previous Work Material design and editing Aggregate BRDF from arbitrary microgeometry [WESTIN ET A. 1992; ASHIKHMIN ET AL. 2000] BRDF design by drawing highlights [COLBERT ET AL. 2006] But no microgeometry from highlights
16 Previous Work Material design and editing Aggregate BRDF from arbitrary microgeometry [WESTIN ET A. 1992; ASHIKHMIN ET AL. 2000] BRDF design by drawing highlights [COLBERT ET AL. 2006] But no microgeometry from highlights Search for mirror geometry with target radiation [PATOW AND PUEYO 2005; PATOW ET AL. 2007] [PATOW AND PUEYO. 2005] Reflector design
17 Previous Work Material design and editing Aggregate BRDF from arbitrary microgeometry [WESTIN ET A. 1992; ASHIKHMIN ET AL. 2000] BRDF design by drawing highlights [COLBERT ET AL. 2006] But no microgeometry from highlights Search for mirror geometry with target radiation [PATOW AND PUEYO 2005; PATOW ET AL. 2007] But fixed light source position and not planar [PATOW AND PUEYO. 2005] Reflector design
18 Previous Work Physical appearance output 3-D printing of artistic geometry [SÉQUIN 2000] [SÉQUIN 2005]
19 Previous Work Physical appearance output 3-D printing of artistic geometry [SÉQUIN 2000] [WEYRICH ET AL. 2007] macroscopic appearance [CIGNONI ET AL. 1997; WEYRICH ET AL. 2007; SONG ET AL. 2007; KERBER ET AL. 2007] [SÉQUIN 2005] Bas-relief sculpture outputs
20 Previous Work Physical appearance output 3-D printing of artistic geometry [SÉQUIN 2000] But no user-defined reflectance output [WEYRICH ET AL. 2007] macroscopic appearance [CIGNONI ET AL. 1997; WEYRICH ET AL. 2007; SONG ET AL. 2007; KERBER ET AL. 2007] [SÉQUIN 2005] Bas-relief sculpture outputs
21 Problem Definition BRDF specification by microfacet distribution (MFD) Find microgeometry that has normals that satisfy MFD is a height field is tileable (for efficiency)
22 Problem Definition BRDF specification by microfacet distribution (MFD) Find microgeometry that has normals that satisfy MFD is a height field is tileable (for efficiency) In a sense, MFD integration problem
23 Problem Definition BRDF specification by microfacet distribution (MFD) Find microgeometry that has normals that satisfy MFD is a height field is tileable (for efficiency) In a sense, MFD integration problem Related to Poisson problem except that gradient locations not known
24 Approach Desired Highlight Shape (MFG)
25 Approach Low-Discrepancy Sampling Desired Highlight Shape (MFG) Sampled MF Orientations
26 Approach Low-Discrepancy Sampling Simulated Annealing / Poisson Equation Desired Highlight Shape (MFG) Sampled MF Orientations Continuous Height Field
27 Approach Low-Discrepancy Sampling Simulated Annealing / Poisson Equation Computer-Controlled Milling Desired Highlight Shape (MFG) Sampled MF Orientations Continuous Height Field Milled Surface
28 Reflectance Specification Target BRDF assumptions Spatially homogeneous Purely specular (describable by MFD) Hemispherical MFD Defined by highlight under frontal illumination 2-D representation in parabolic mapping
29 Reflectance Specification Target BRDF assumptions Spatially homogeneous Purely specular (describable by MFD) Hemispherical MFD Defined by highlight under frontal illumination 2-D representation in parabolic mapping
30 Reflectance of Base Material Substrate exhibits its own, base BRDF
31 Reflectance of Base Material Substrate exhibits its own, base BRDF Altered reflectance by shaped microgeometry
32 Reflectance of Base Material Substrate exhibits its own, base BRDF Altered reflectance by shaped microgeometry Net BRDF is convolution of MFD by base BRDF
33 Reflectance of Base Material Substrate exhibits its own, base BRDF Altered reflectance by shaped microgeometry Net BRDF is convolution of MFD by base BRDF Goal: Shaping base material to exhibit aggregate target BRDF
34 Accounting For Base BRDF Deconvolving Target MFD by Base BRDF Lucy-Richardson deconvolution algorithm Target MFD
35 Accounting For Base BRDF Deconvolving Target MFD by Base BRDF Lucy-Richardson deconvolution algorithm Base MFD Target MFD
36 Accounting For Base BRDF Deconvolving Target MFD by Base BRDF Lucy-Richardson deconvolution algorithm Target MFD Deconvolved by base MFD
37 Accounting For Base BRDF
38 Sampling the MFD Microfacets cannot control brightness of a reflection
39 Sampling the MFD Microfacets cannot control brightness of a reflection Stippling instead: drawing discrete facets from MFD 0
40 Sampling the MFD Low-discrepancy sampling required Target MFD Random Sampling
41 Sampling the MFD Low-discrepancy sampling required We use centroidal Voronoi tesselation [SECORD 2002] Target MFD Random Sampling Low-discrepancy Sampling
42 Result of MF Sampling
43 Result of MF Sampling Should exhibit desired aggregate reflectance...
44 Result of MF Sampling Should exhibit desired aggregate reflectance but: Discontinuities hard to manufacture Interreflection at verticals
45 Height Field Optimization Maximize continuity and integrability
46 Height Field Optimization Maximize continuity and integrability Two-stage procedure 1. Arrangement
47 Height Field Optimization Maximize continuity and integrability Two-stage procedure 1. Arrangement 2. Vertical displacement
48 Arrangement Optimization Shuffling facets to optimize: Shuffling
49 Arrangement Optimization Shuffling facets to optimize: Compatibility of neighboring slopes Shuffling
50 Arrangement Optimization Shuffling facets to optimize: Compatibility of neighboring slopes Mean-free rows and columns Shuffling
51 Arrangement Optimization Shuffling facets to optimize: Compatibility of neighboring slopes Mean-free rows and columns Minimize valleys in end result (physical process causes horizontal flats at concavities) Shuffling
52 Arrangement Optimization Shuffle using simulated annealing optimization Shuffling
53 Arrangement Optimization Shuffle using simulated annealing optimization Global penalty function Pair-wise facet swaps Logarithmic annealing schedule Shuffling
54 Arrangement Optimization
55 Displacement Optimization Vertical displacement to minimize discontinuities Vertical Displacement
56 Displacement Optimization Vertical displacement to minimize discontinuities Maps to Poisson problem Facets determine local gradients Cyclic connectivity for tileability Vertical Displacement
57 Displacement Optimization
58 Effect of Valley Optimization Halves horizontal areas Preserves continuity Unoptimized: 918 Concave Edges 418 Concave Edges
59 Fabricating Microgeometry Requires shaping glossy materials
60 Fabricating Microgeometry Requires shaping glossy materials Many processes exist Milling Etching Cutting Minting...
61 Our Prototype Process Prototype fabrication Base material: aluminum Computer-controlled mill
62 Our Prototype Process Prototype fabrication Base material: aluminum Computer-controlled mill Practical challenges Drill bit tip has finite extent Milling creates grooves Milling speed
63 Our Prototype Process Process Details Milling at inch resolution Milling x- and y-scanlines
64 Our Prototype Process Process Details Milling at inch resolution Milling x- and y-scanlines Sample size -height field ca. 1mm 2 facets Overall milling time: 5.5 hours
65 Highlight Observation Distant light source + distant observer Mirror reflection where facet orientations match No visible highlight Light Direction Observer
66 Highlight Observation Distant light source + local observer Multiple off-specular observations Visible highlight formation Light Direction Observer
67 Highlight Observation Distant light source + local observer Multiple off-specular observations Visible highlight formation Requires tiled material Light Direction Observer
68 Evaluation Imaging reflectance lobe
69 Evaluation Imaging reflectance lobe Experimental setup:
70 Evaluation Imaging reflectance lobe Experimental setup:
71 Evaluation Imaging reflectance lobe Experimental setup:
72 Results
73 Results
74 Results
75 Results
76 Results
77 Results
78 Results
79 Results
80 Results
81 Results
82 Results
83 Results
84 Results
85 Results
86 Results
87 Results
88 Results
89 Results
90 Curved Surfaces Curved surface + general observer Multiple off-specular observations Visible highlight formation Observer Light Direction
91 Curved Surfaces Curved surface + general observer Multiple off-specular observations Visible highlight formation (Simulation)
92 Curved Surfaces Curved surface + general observer Multiple off-specular observations Visible highlight formation (Simulation)
93 Constraints Only integrable MFDs
94 Constraints Only integrable MFDs Barycenter along surface normal
95 Constraints Only integrable MFDs Barycenter along surface normal What goes up has to go down
96 Constraints Only integrable MFDs Barycenter along surface normal What goes up has to go down Purely specular reflectance
97 Constraints Only integrable MFDs Barycenter along surface normal What goes up has to go down Purely specular reflectance Shadowing term implicit
98 Practical Scenarios Various application scenarios exist Architectural decorations Courtesy by Panormaio
99 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Courtesy by Vicky Shaw
100 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) With permission Studio Make Light
101 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Wikimedia Commons
102 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Security markers Courtesy by Kent Quirk
103 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Security markers Logos, product design, etc.
104 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Security markers Logos, product design, etc.
105 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Security markers Logos, product design, etc. Manufacturing methods are application-dependent
106 Practical Scenarios Various application scenarios exist Architectural decorations Material design (not selection) Lighting control (interior design) Camouflage ( stealth materials) Security markers Logos, product design, etc. Manufacturing methods are application-dependent Microgeometry computation remains general
107 Acknowledgments Saskia Mardijck, Bruce Lamond, Monica Nichelson, Paul Debevec, Bill Swartout, Randy Hill, Randolph Hall NSF grants CCF and CCF U.S. Army Research, Development, and Engineering Command (RDECOM) University of Southern California Office of the Provost The content of the information does not necessarily reflect the position or the policy of the US Government, and no official endorsement should be inferred.
Fabricating Microgeometry for Custom Surface Reflectance
Fabricating Microgeometry for Custom Surface Reflectance Tim Weyrich University College London Pieter Peers University of Southern California, Institute for Creative Technologies Wojciech Matusik Adobe
More informationDigital Bas-Relief From 3D Scenes
Digital Bas-Relief From 3D Scenes Tim Weyrich Jia Deng Connelly Barnes Szymon Rusinkiewicz Adam Finkelstein Princeton University Relief In Sculpture Sculpture in limited depth Bridges 3D and 2D media Ch.
More informationShading & Material Appearance
Shading & Material Appearance ACM. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. MIT EECS 6.837 Matusik
More informationExperimental Validation of Analytical BRDF Models
Experimental Validation of Analytical BRDF Models Addy Ngan, Frédo Durand, Wojciech Matusik Massachusetts Institute of Technology Goal Evaluate and analyze the performance of analytical reflectance models
More informationLight Reflection Models
Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 21, 2014 Lecture #15 Goal of Realistic Imaging From Strobel, Photographic Materials and Processes Focal Press, 186.
More informationBRDF Computer Graphics (Spring 2008)
BRDF Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Reflected Radiance proportional to Irradiance Constant proportionality: BRDF [CW
More informationOverview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,
More informationRendering Light Reflection Models
Rendering Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 27, 2015 Lecture #18 Goal of Realistic Imaging The resulting images should be physically accurate and
More informationComplex Shading Algorithms
Complex Shading Algorithms CPSC 414 Overview So far Rendering Pipeline including recent developments Today Shading algorithms based on the Rendering Pipeline Arbitrary reflection models (BRDFs) Bump mapping
More informationSimulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection
Simulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection Norimichi Tsumura*, Kaori Baba*, and Shinichi Inoue** *Department of Information and Image Sciences, Chiba University,
More informationRadiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in
More informationRendering Light Reflection Models
Rendering Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 3, 2017 Lecture #13 Program of Computer Graphics, Cornell University General Electric - 167 Cornell in
More informationFeature Sensitive Bas Relief Generation
Feature Sensitive Bas Relief Generation Jens Kerber 1, Art Tevs 1, Alexander Belyaev 2, Rhaleb Zayer 3, and Hans-Peter Seidel 1 1 Max-Planck-Institut für Informatik, Saarbrücken 2 Joint Research Institute
More informationSimulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection
25 Bull. Soc. Photogr. Imag. Japan. (2015) Vol. 25 No. 2: 25 30 Original Paper Simulating Gloss of Curved Paper by Using the Point Spread Function of Specular Reflection Norimichi Tsumura*, Kaori Baba*,
More informationRadiometry and reflectance
Radiometry and reflectance http://graphics.cs.cmu.edu/courses/15-463 15-463, 15-663, 15-862 Computational Photography Fall 2018, Lecture 16 Course announcements Homework 4 is still ongoing - Any questions?
More information3D-Printing Spatially Varying BRDFs
Computational Aspects of Fabrication 3D-Printing Spatially Varying BRDFs Olivier Rouiller Technical University of Berlin Bernd Bickel Disney Research Zurich Jan Kautz University College London Wojciech
More informationShading. Brian Curless CSE 557 Autumn 2017
Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics
More informationw Foley, Section16.1 Reading
Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels
More informationVisual Appearance and Color. Gianpaolo Palma
Visual Appearance and Color Gianpaolo Palma LIGHT MATERIAL Visual Appearance Color due to the interaction between the lighting environment (intensity, position, ) and the properties of the object surface
More informationReading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5.
Reading Required: Angel 6.1-6.3, 6.5, 6.7-6.8 Optional: Shading Angel 6.4 OpenGL red book, chapter 5. 1 2 Introduction An abundance of photons So far, we ve talked exclusively about geometry. Properly
More informationTimothy Walsh. Reflection Models
Timothy Walsh Reflection Models Outline Reflection Models Geometric Setting Fresnel Reflectance Specular Refletance & Transmission Microfacet Models Lafortune Model Fresnel Incidence Effects Diffuse Scatter
More informationComputer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models
Computer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) BRDF Evolution BRDFs have evolved historically
More informationAnalysis of Planar Light Fields from Homogeneous Convex Curved Surfaces Under Distant Illumination
Analysis of Planar Light Fields from Homogeneous Convex Curved Surfaces Under Distant Illumination Ravi Ramamoorthi and Pat Hanrahan {ravir,hanrahan}@graphics.stanford.edu http://graphics.stanford.edu/papers/planarlf/
More informationIntroduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF
Shading Introduction Affine transformations help us to place objects into a scene. Before creating images of these objects, we ll look at models for how light interacts with their surfaces. Such a model
More informationCPSC 314 LIGHTING AND SHADING
CPSC 314 LIGHTING AND SHADING UGRAD.CS.UBC.CA/~CS314 slide credits: Mikhail Bessmeltsev et al 1 THE RENDERING PIPELINE Vertices and attributes Vertex Shader Modelview transform Per-vertex attributes Vertex
More informationIllumination. Illumination CMSC 435/634
Illumination CMSC 435/634 Illumination Interpolation Illumination Illumination Interpolation Illumination Illumination Effect of light on objects Mostly look just at intensity Apply to each color channel
More informationcritical theory Computer Science
Art/Science Shading, Materials, Collaboration Textures Example title Artists In the recommend real world, two the main following: factors determine the appearance of a surface: basic understanding what
More informationShading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann
Shading Introduction to Computer Graphics Torsten Möller Machiraju/Zhang/Möller/Fuhrmann Reading Chapter 5.5 - Angel Chapter 6.3 - Hughes, van Dam, et al Machiraju/Zhang/Möller/Fuhrmann 2 Shading Illumination
More informationLecture 4: Reflection Models
Lecture 4: Reflection Models CS 660, Spring 009 Kavita Bala Computer Science Cornell University Outline Light sources Light source characteristics Types of sources Light reflection Physics-based models
More informationRecovering dual-level rough surface parameters from simple lighting. Graphics Seminar, Fall 2010
Recovering dual-level rough surface parameters from simple lighting Chun-Po Wang Noah Snavely Steve Marschner Graphics Seminar, Fall 2010 Motivation and Goal Many surfaces are rough Motivation and Goal
More informationShading, lighting, & BRDF Theory. Cliff Lindsay, PHD
Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection
More informationShading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10
Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into
More informationaxis, and wavelength tuning is achieved by translating the grating along a scan direction parallel to the x
Exponential-Grating Monochromator Kenneth C. Johnson, October 0, 08 Abstract A monochromator optical design is described, which comprises a grazing-incidence reflection and two grazing-incidence mirrors,
More informationSimple Lighting/Illumination Models
Simple Lighting/Illumination Models Scene rendered using direct lighting only Photograph Scene rendered using a physically-based global illumination model with manual tuning of colors (Frederic Drago and
More informationRe-rendering from a Dense/Sparse Set of Images
Re-rendering from a Dense/Sparse Set of Images Ko Nishino Institute of Industrial Science The Univ. of Tokyo (Japan Science and Technology) kon@cvl.iis.u-tokyo.ac.jp Virtual/Augmented/Mixed Reality Three
More informationLights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons
Reflectance 1 Lights, Surfaces, and Cameras Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons 2 Light at Surfaces Many effects when light strikes a surface -- could be:
More informationTraditional Image Generation. Reflectance Fields. The Light Field. The Light Field. The Light Field. The Light Field
Traditional Image Generation Course 10 Realistic Materials in Computer Graphics Surfaces + BRDFs Reflectance Fields USC Institute for Creative Technologies Volumetric scattering, density fields, phase
More informationShading. Brian Curless CSE 457 Spring 2017
Shading Brian Curless CSE 457 Spring 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics
More informationCS6670: Computer Vision
CS6670: Computer Vision Noah Snavely Lecture 21: Light, reflectance and photometric stereo Announcements Final projects Midterm reports due November 24 (next Tuesday) by 11:59pm (upload to CMS) State the
More informationEdge detection. Winter in Kraków photographed by Marcin Ryczek
Edge detection Winter in Kraków photographed by Marcin Ryczek Edge detection Goal: Identify sudden changes (discontinuities) in an image Intuitively, edges carry most of the semantic and shape information
More informationExaggerated Shading for Depicting Shape and Detail. Szymon Rusinkiewicz Michael Burns Doug DeCarlo
Exaggerated Shading for Depicting Shape and Detail Szymon Rusinkiewicz Michael Burns Doug DeCarlo Motivation Style of technical, medical, and topographic illustrations is designed to communicate surface
More informationComputer Graphics. Illumination and Shading
() Illumination and Shading Dr. Ayman Eldeib Lighting So given a 3-D triangle and a 3-D viewpoint, we can set the right pixels But what color should those pixels be? If we re attempting to create a realistic
More informationLecture Notes (Reflection & Mirrors)
Lecture Notes (Reflection & Mirrors) Intro: - plane mirrors are flat, smooth surfaces from which light is reflected by regular reflection - light rays are reflected with equal angles of incidence and reflection
More informationDirectional Screens. Michael Wessely1,3. Michał Jagielski1 Wojciech Matusik5. Cinema screen simulation
Directional s Michal Piovarči, Michael Wessely,3 Michał Jagielski Wojciech Matusik5 Saarland University, MMCI Top view MPI Informatik 3 Inria, Marc Alexa4 Piotr Didyk, Univ. Paris-Sud, CNRS, Université
More informationLocal Reflection Models
Local Reflection Models Illumination Thus Far Simple Illumination Models Ambient + Diffuse + Attenuation + Specular Additions Texture, Shadows, Used in global algs! (Ray tracing) Problem: Different materials
More informationReading. Shading. Introduction. An abundance of photons. Required: Angel , Optional: OpenGL red book, chapter 5.
Reading Required: Angel 6.1-6.5, 6.7-6.8 Optional: Shading OpenGL red book, chapter 5. 1 2 Introduction So far, we ve talked exclusively about geometry. What is the shape of an obect? How do I place it
More information03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations
Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures
More informationGraphics Hardware and Display Devices
Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive
More informationPhysics-based Vision: an Introduction
Physics-based Vision: an Introduction Robby Tan ANU/NICTA (Vision Science, Technology and Applications) PhD from The University of Tokyo, 2004 1 What is Physics-based? An approach that is principally concerned
More informationResolution-Enhanced Photometric Stereo
Resolution-Enhanced Photometric Stereo Ping Tan 1, Stephen Lin 2, and Long Quan 1 1 Computer Science Department, Hong Kong University of Science and Technology {ptan, quan}@cs.ust.hk 2 Microsoft Research
More informationCapturing, Modeling, Rendering 3D Structures
Computer Vision Approach Capturing, Modeling, Rendering 3D Structures Calculate pixel correspondences and extract geometry Not robust Difficult to acquire illumination effects, e.g. specular highlights
More informationEdge detection. Winter in Kraków photographed by Marcin Ryczek
Edge detection Winter in Kraków photographed by Marcin Ryczek Edge detection Goal: Identify sudden changes (discontinuities) in an image Intuitively, most semantic and shape information from the image
More informationChapter 7. Conclusions and Future Work
Chapter 7 Conclusions and Future Work In this dissertation, we have presented a new way of analyzing a basic building block in computer graphics rendering algorithms the computational interaction between
More informationCS 5625 Lec 2: Shading Models
CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?
More informationAnnouncement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.
Lighting and Photometric Stereo CSE252A Lecture 7 Announcement Read Chapter 2 of Forsyth & Ponce Might find section 12.1.3 of Forsyth & Ponce useful. HW Problem Emitted radiance in direction f r for incident
More informationCMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker
CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection
More informationPhotometric stereo. Recovering the surface f(x,y) Three Source Photometric stereo: Step1. Reflectance Map of Lambertian Surface
Photometric stereo Illumination Cones and Uncalibrated Photometric Stereo Single viewpoint, multiple images under different lighting. 1. Arbitrary known BRDF, known lighting 2. Lambertian BRDF, known lighting
More informationChapter 1 Introduction
Chapter 1 Introduction The central problem in computer graphics is creating, or rendering, realistic computergenerated images that are indistinguishable from real photographs, a goal referred to as photorealism.
More informationCSE528 Computer Graphics: Theory, Algorithms, and Applications
CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334
More informationLighting affects appearance
Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed
More informationEstimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry*
Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry* Yang Wang, Dimitris Samaras Computer Science Department, SUNY-Stony Stony Brook *Support for this research was provided
More informationCoupling of surface roughness to the performance of computer-generated holograms
Coupling of surface roughness to the performance of computer-generated holograms Ping Zhou* and Jim Burge College of Optical Sciences, University of Arizona, Tucson, Arizona 85721, USA *Corresponding author:
More informationPractical Linear Algebra: A Geometry Toolbox
Practical Linear Algebra: A Geometry Toolbox Third edition Chapter 18: Putting Lines Together: Polylines and Polygons Gerald Farin & Dianne Hansford CRC Press, Taylor & Francis Group, An A K Peters Book
More informationCourse Number: Course Title: Geometry
Course Number: 1206310 Course Title: Geometry RELATED GLOSSARY TERM DEFINITIONS (89) Altitude The perpendicular distance from the top of a geometric figure to its opposite side. Angle Two rays or two line
More informationRay Tracing: shading
Ray Tracing: shading CS 4620 Lecture 6 2018 Steve Marschner 1 Image so far With eye ray generation and scene intersection for 0
More informationSupplementary Materials for
advances.sciencemag.org/cgi/content/full/4/1/eaao7005/dc1 Supplementary Materials for Computational discovery of extremal microstructure families The PDF file includes: Desai Chen, Mélina Skouras, Bo Zhu,
More informationBackground: Physics and Math of Shading
Background: Physics and Math of Shading Naty Hoffman 2K Hi. Over the next 25 minutes or so I ll be going from the physics underlying shading, to the math used to describe it in the kind of shading models
More informationStereo Wrap + Motion. Computer Vision I. CSE252A Lecture 17
Stereo Wrap + Motion CSE252A Lecture 17 Some Issues Ambiguity Window size Window shape Lighting Half occluded regions Problem of Occlusion Stereo Constraints CONSTRAINT BRIEF DESCRIPTION 1-D Epipolar Search
More informationLight source estimation using feature points from specular highlights and cast shadows
Vol. 11(13), pp. 168-177, 16 July, 2016 DOI: 10.5897/IJPS2015.4274 Article Number: F492B6D59616 ISSN 1992-1950 Copyright 2016 Author(s) retain the copyright of this article http://www.academicjournals.org/ijps
More informationPhysically-Based Reflectance for Games
Physically-Based Reflectance for Games 8:40-9:15: Reflectance Naty Hoffman 15 Reflectance Types of Reflectance Reflectance Theory Reflection Model Foundations In this section, we will first discuss various
More informationSubpixel Photometric Stereo
ACCEPTED FOR PUBLICATION IN IEEE TRANSACTION ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE 1 Subpixel Photometric Stereo Ping Tan, Stephen Lin, and Long Quan Senior Member, IEEE ACCEPTED FOR PUBLICATION
More informationComputational Fabrication and Display of Material Appearance
EUROGRAPHICS 2013/ M. Sbert, L. Szirmay-Kalos STAR State of The Art Report State of the Art in Computational Fabrication and Display of Material Appearance Matthias B. Hullin, Ivo Ihrke, Wolfgang Heidrich,
More informationLigh%ng and Reflectance
Ligh%ng and Reflectance 2 3 4 Ligh%ng Ligh%ng can have a big effect on how an object looks. Modeling the effect of ligh%ng can be used for: Recogni%on par%cularly face recogni%on Shape reconstruc%on Mo%on
More informationMore Texture Mapping. Texture Mapping 1/46
More Texture Mapping Texture Mapping 1/46 Perturbing Normals Texture Mapping 2/46 Perturbing Normals Instead of fetching a texture for color, fetch a new perturbed normal vector Creates the appearance
More informationCS 325 Computer Graphics
CS 325 Computer Graphics 04 / 02 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Illumination modelling Ambient, Diffuse, Specular Reflection Surface Rendering / Shading models Flat
More informationComputer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College
Computer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects Displays almost always 2 dimensional. Depth cues needed to restore the third
More information4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.
1) Select the line tool 3) Move the cursor along the X direction (be careful to stay on the X axis alignment so that the line is perpendicular) and click for the second point of the line. Type 0.5 for
More informationMore computational light transport
More computational light transport http://graphics.cs.cmu.edu/courses/15-463 15-463, 15-663, 15-862 Computational Photography Fall 2017, Lecture 23 Course announcements Sign-up for final project checkpoint
More informationMahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS)
Mahdi M. Bagher / Cyril Soler / Nicolas Holzschuch Maverick, INRIA Grenoble-Rhône-Alpes and LJK (University of Grenoble and CNRS) Wide variety of materials characterized by surface reflectance and scattering
More informationChapter 1 Introduction. Marc Olano
Chapter 1 Introduction Marc Olano 1 About This Course Or, why do we want to do real-time shading, and why offer a course on it? Over the years of graphics hardware development, there have been obvious
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationShading. Brian Curless CSE 457 Spring 2015
Shading Brian Curless CSE 457 Spring 2015 1 Reading Required: Angel chapter 5. Optional: OpenGL red book, chapter 5. 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in
More informationCS6670: Computer Vision
CS6670: Computer Vision Noah Snavely Lecture 20: Light, reflectance and photometric stereo Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Properties
More informationCapturing Shape and Reflectance of Food
Capturing Shape and Reflectance of Food C. Schwartz*, M. Weinmann*, R. Ruiters*, A. Zinke, R. Sarlette*, R. Klein* *University of Bonn / GfAR mbh Goal Photorealistic 3D content Usable in arbitrary synthetic
More informationTopic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationIllumination & Shading: Part 1
Illumination & Shading: Part 1 Light Sources Empirical Illumination Shading Local vs Global Illumination Lecture 10 Comp 236 Spring 2005 Computer Graphics Jargon: Illumination Models Illumination - the
More informationLecture 22: Basic Image Formation CAP 5415
Lecture 22: Basic Image Formation CAP 5415 Today We've talked about the geometry of scenes and how that affects the image We haven't talked about light yet Today, we will talk about image formation and
More informationCMSC427 Shading Intro. Credit: slides from Dr. Zwicker
CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces
More informationSubtractive Shadows: A Flexible Framework for Shadow Level of Detail
jgt 2008/3/21 15:26 page 45 #1 Vol. 13, No. 1: 45 56 Subtractive Shadows: A Flexible Framework for Shadow Level of Detail Christopher DeCoro and Szymon Rusinkiewicz Princeton University Abstract. We explore
More informationInterpolation using scanline algorithm
Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel
More informationUnderstanding Variability
Understanding Variability Why so different? Light and Optics Pinhole camera model Perspective projection Thin lens model Fundamental equation Distortion: spherical & chromatic aberration, radial distortion
More informationSimulating Spatially Varying Lighting on a Live Performance
Simulating Spatially Varying Lighting on a Live Performance Andrew Jones Andrew Gardner Mark Bolas Ian McDowall Paul Debevec USC Institute for Creative Technologies University of Southern California Fakespace
More informationFast HDR Image-Based Lighting Using Summed-Area Tables
Fast HDR Image-Based Lighting Using Summed-Area Tables Justin Hensley 1, Thorsten Scheuermann 2, Montek Singh 1 and Anselmo Lastra 1 1 University of North Carolina, Chapel Hill, NC, USA {hensley, montek,
More informationComputer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)
Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects
More informationAWE Surface 1.0 Documentation
AWE Surface 1.0 Documentation AWE Surface is a new, robust, highly optimized, physically plausible shader for DAZ Studio and 3Delight employing physically based rendering (PBR) metalness / roughness workflow.
More informationModeling High Genus Sculptures Using Multi-Connected Handles and Holes
Modeling High Genus Sculptures Using Multi-Connected Handles and Holes Vinod Srinivasan, Hernan Molina and Ergun Akleman Department of Architecture Texas A&M University College Station, Texas, USA vinod@viz.tamu.edu
More informationSolids as point set. Solid models. Solid representation schemes (cont d) Solid representation schemes. Solid representation schemes (cont d)
Solid models Solid models developed to address limitations of wireframe modeling. Attempt was to create systems which create only complete representations. Modelers would support direct creation of 3D
More informationM8WSB-C07.qxd 4/4/08 7:00 PM Page NEL
8 NEL GOAL Chapter 7 Tessellations You will be able to use angle measurements to identify regular and irregular polygons that might tessellate identify and describe translations, reflections, or rotations
More informationLecture 6: Edge Detection
#1 Lecture 6: Edge Detection Saad J Bedros sbedros@umn.edu Review From Last Lecture Options for Image Representation Introduced the concept of different representation or transformation Fourier Transform
More informationFundamentals of Rendering - Reflectance Functions
Fundamentals of Rendering - Reflectance Functions CMPT 461/761 Image Synthesis Torsten Möller Reading Chapter 8 of Physically Based Rendering by Pharr&Humphreys Chapter 16 in Foley, van Dam et al. Chapter
More information