Fabricating Microgeometry for Custom Surface Reflectance

Size: px
Start display at page:

Download "Fabricating Microgeometry for Custom Surface Reflectance"

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 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 information

Digital Bas-Relief From 3D Scenes

Digital 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 information

Shading & Material Appearance

Shading & 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 information

Experimental Validation of Analytical BRDF Models

Experimental 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 information

Light Reflection Models

Light 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 information

BRDF Computer Graphics (Spring 2008)

BRDF 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 information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. 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 information

Rendering Light Reflection Models

Rendering 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 information

Complex Shading Algorithms

Complex 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 information

Simulating 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 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 information

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. 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 information

Rendering Light Reflection Models

Rendering 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 information

Feature Sensitive Bas Relief Generation

Feature 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 information

Simulating 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 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 information

Radiometry and reflectance

Radiometry 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 information

3D-Printing Spatially Varying BRDFs

3D-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 information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. 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 information

w Foley, Section16.1 Reading

w 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 information

Visual Appearance and Color. Gianpaolo Palma

Visual 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 information

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5.

Reading. 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 information

Timothy Walsh. Reflection Models

Timothy 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 information

Computer Graphics (CS 543) Lecture 8 (Part 1): Physically-Based Lighting Models

Computer 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 information

Analysis 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 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 information

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Introduction. 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 information

CPSC 314 LIGHTING AND SHADING

CPSC 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 information

Illumination. Illumination CMSC 435/634

Illumination. 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 information

critical theory Computer Science

critical 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 information

Shading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann

Shading. 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 information

Lecture 4: Reflection Models

Lecture 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 information

Recovering dual-level rough surface parameters from simple lighting. Graphics Seminar, Fall 2010

Recovering 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 information

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Shading, 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 information

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

Shading. 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 information

axis, and wavelength tuning is achieved by translating the grating along a scan direction parallel to the x

axis, 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 information

Simple Lighting/Illumination Models

Simple 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 information

Re-rendering from a Dense/Sparse Set of Images

Re-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 information

Lights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons

Lights, 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 information

Traditional Image Generation. Reflectance Fields. The Light Field. The Light Field. The Light Field. The Light Field

Traditional 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 information

Shading. Brian Curless CSE 457 Spring 2017

Shading. 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 information

CS6670: Computer Vision

CS6670: 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 information

Edge detection. Winter in Kraków photographed by Marcin Ryczek

Edge 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 information

Exaggerated 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 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 information

Computer Graphics. Illumination and Shading

Computer 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 information

Lecture Notes (Reflection & Mirrors)

Lecture 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 information

Directional Screens. Michael Wessely1,3. Michał Jagielski1 Wojciech Matusik5. Cinema screen simulation

Directional 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 information

Local Reflection Models

Local 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 information

Reading. Shading. Introduction. An abundance of photons. Required: Angel , Optional: OpenGL red book, chapter 5.

Reading. 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 information

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

03 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 information

Graphics Hardware and Display Devices

Graphics 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 information

Physics-based Vision: an Introduction

Physics-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 information

Resolution-Enhanced Photometric Stereo

Resolution-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 information

Capturing, Modeling, Rendering 3D Structures

Capturing, 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 information

Edge detection. Winter in Kraków photographed by Marcin Ryczek

Edge 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 information

Chapter 7. Conclusions and Future Work

Chapter 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 information

CS 5625 Lec 2: Shading Models

CS 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 information

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

Announcement. 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 information

CMSC427 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 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 information

Photometric stereo. Recovering the surface f(x,y) Three Source Photometric stereo: Step1. Reflectance Map of Lambertian Surface

Photometric 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 information

Chapter 1 Introduction

Chapter 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 information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 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 information

Lighting affects appearance

Lighting 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 information

Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry*

Estimation 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 information

Coupling of surface roughness to the performance of computer-generated holograms

Coupling 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 information

Practical Linear Algebra: A Geometry Toolbox

Practical 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 information

Course Number: Course Title: Geometry

Course 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 information

Ray Tracing: shading

Ray 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 information

Supplementary Materials for

Supplementary 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 information

Background: Physics and Math of Shading

Background: 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 information

Stereo Wrap + Motion. Computer Vision I. CSE252A Lecture 17

Stereo 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 information

Light source estimation using feature points from specular highlights and cast shadows

Light 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 information

Physically-Based Reflectance for Games

Physically-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 information

Subpixel Photometric Stereo

Subpixel 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 information

Computational Fabrication and Display of Material Appearance

Computational 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 information

Ligh%ng and Reflectance

Ligh%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 information

More Texture Mapping. Texture Mapping 1/46

More 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 information

CS 325 Computer Graphics

CS 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 information

Computer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College

Computer 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 information

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.

4) 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 information

More computational light transport

More 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 information

Mahdi 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) 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 information

Chapter 1 Introduction. Marc Olano

Chapter 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 information

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

Topic 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 information

Shading. Brian Curless CSE 457 Spring 2015

Shading. 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 information

CS6670: Computer Vision

CS6670: 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 information

Capturing Shape and Reflectance of Food

Capturing 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 information

Topic 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 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 information

Illumination & Shading: Part 1

Illumination & 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 information

Lecture 22: Basic Image Formation CAP 5415

Lecture 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 information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 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 information

Subtractive Shadows: A Flexible Framework for Shadow Level of Detail

Subtractive 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 information

Interpolation using scanline algorithm

Interpolation 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 information

Understanding Variability

Understanding 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 information

Simulating Spatially Varying Lighting on a Live Performance

Simulating 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 information

Fast HDR Image-Based Lighting Using Summed-Area Tables

Fast 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 information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer 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 information

AWE Surface 1.0 Documentation

AWE 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 information

Modeling High Genus Sculptures Using Multi-Connected Handles and Holes

Modeling 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 information

Solids as point set. Solid models. Solid representation schemes (cont d) Solid representation schemes. Solid representation schemes (cont d)

Solids 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 information

M8WSB-C07.qxd 4/4/08 7:00 PM Page NEL

M8WSB-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 information

Lecture 6: Edge Detection

Lecture 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 information

Fundamentals of Rendering - Reflectance Functions

Fundamentals 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