Presentation on theme: "A Model for Capturing NPR Shading from Art"— Presentation transcript:
1 A Model for Capturing NPR Shading from Art The Lit Sphere:A Model for Capturing NPR Shading from ArtPeter-Pike J. SloanWilliam MartinAmy GoochBruce Gooch
2 Motivation Interactive shading of 3D characters Artists shading study on the sphereThe original goal in this project was to shade 3D models of character in a style reminiscent of “cheesecake” photos – a NPR shading model for skin.Through several iterations it turned into something else, a simple way to shade a model using environment maps created from scanned in source artwork.There are two separate motivations/justifications for this model. One, this is somewhat similar to how artist sometimes start a picture by designing a shady study on a sphere to guide them as they are creating the image. The other is the notion of a “light probe” from the literature, where a sphere with a chosen material is placed in a real world scene – this can then be used to either place synthetic objects with similar materials in the scene, or to illuminate synthetic objects with light that is similar to that of the scene being filmed. We essentially want to place a light probe in a painting.
3 Motivation Acquire reflectance from real world Use to illuminate and place synthetic objects in scene
4 Previous Work NPR Acquiring Shading Models Lake2000 – Cartoon Shading Gooch98 – Technical IllustrationPraun2001 – Real time hatchingAcquiring Shading ModelsEnvironment MapsBlinn76,Miller84,Green86More general modelsYu98, Yu99, Sato99NPRGenerally focuses on specific style. Prauns work is also interactive and presents a novel way to represent texture as a function of lighting.Acquiring the “lighting environment” of a scene, or material parameters from objects has been done extensively in the past – for photorealistic techniques.
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)The basic idea is very simple – we are just going to “Paint by normals”, given any surface with associated normals, we are going to simply texture the surface by looking the normal up in an specially created environment map. This clearly means all shading is purely a function of orientation – there is no notion of variations of material properties over a surface except those induced by the change in surface normal.
10 Creating the Environment Map “Extract” from source artworkMap triangles from source onto sphereSimple control over parameterization
11 Creating The Environment Map Fill in gapsRender at multiple scalesBlend into final image(1-dest,1)Could solve for colors by minimizing some high pass filter (ala Hakura99 and McCool01)Texture synthesis
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 variationCould attach texture to the surface, or at least separate it from shadingProbably want texture anchored on the surface, but able to respond to shading changes – kind of like Praun2001 but not just for hatching
15 Simple HacksHave separate “texture sphere” that rotates with the objectReally should just live on the surface, bad parameterization for something very coherentJust use cube mapsModulate final results with “canvas” imageKind of like detail textures, sometimes can make the “swimming” less objectionable
16 ConclusionsSimple way to interactively shade objects based on source artworkWorks ok if you aren’t trying to transfer something that has strong textureProbably should factor the model into more then 1 term…
17 Acknowledgments University of Utah Computer Graphics groups Louise Bell, Grue, Susan AshurstMichael Cohen, Adam Finkelstein, James Mahoney, Wolfgang HeidrichDARPA, NSF STC for CG&SV
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