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A Non-Photorealistic Lighting Model For Automatic Technical Illustration Presented by: Chris Lattner April 8, 2003 CS497yzy.

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Presentation on theme: "A Non-Photorealistic Lighting Model For Automatic Technical Illustration Presented by: Chris Lattner April 8, 2003 CS497yzy."— Presentation transcript:

1 A Non-Photorealistic Lighting Model For Automatic Technical Illustration Presented by: Chris Lattner April 8, 2003 CS497yzy

2 Motivation n Provide automated technical illustration: –Used to visualize complex 3D shapes –Used for technical manuals, textbooks, encyclopedias, … n Produce static 2D images: –motion, accommodation, and parallax cues are not available to the viewer –Must overcome this limitation to be useful

3 Approach n Expression of shape and form important –Provide high-contrast object outlines –Use hue-based shading for object interiors n Precise shape detail is important: –Albedo information is much less so n Expresses the overall form of an object

4 Illustration Techniques –Edge lines (surface boundaries, silhouettes, and discontinuities) drawn with black curves –Shadowing is ignored –Matte objects are shaded with mid-level intensities, indicating normal with warmth or coolness of color (from one light source) –Phong style highlights still drawn –Metal objects are shaded as if extremely anisotropic

5 Shading for Matte Objects n Lambertian model loses too much information: –Edge lines are invisible in low-intensity regions –Highlights invisible in high-intensity regions n Shading through intensity will not work: –instead, shade primarily through tone (hue)

6 Shading through tone n New shading model: –Small intensity changes –Large hue changes n Blue to Yellow n Cool to warm transition n Reduce importance of base object color: –Allows highlights and edge lines to stand out n Linear interpolate sum of two contributions

7 New formulation

8 Shading of Metal Objects n Illustrators use alternating light and dark bands to simulate extreme anisotropism n Anisotropic reflection comes from milling process often used n Simulate using a map of 20 bands of random intensity, mapped along axis of maximum curvature

9 Example of a metallic part New Algorithm Phong Shading

10 With base object color New Algorithm Phong Shading

11 Conclusion n New approach for technical illustration n Efficient implementation (similar to diffuse shading) n Emphasizes important details n Can handle metallic objects


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