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SIGGRAPH 2007 Tilke Judd Frédo Durand Edward Adelson
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Introduce a new definition of feature lines to express three-dimensional shape based on perceptual observations. ◦ Human perception is sensitive to the variation of shading. Little affected by lighting and reflectance modification Focus on normal variation ◦ View-dependent lines better convey smooth surfaces Define view-dependent curvature Apparent ridges as the loci of points that maximize a view- dependent curvature
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An artist will often use a line drawing to convey an object’s shape in a manner that is independent of BRDF and lighting. ◦ Not photorealistic ◦ Line drawing captures the essential visual properties in a compact and abstract manner.
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Line drawing is a popular topic in NPR ◦ Where do you put the lines? Bounding contour, silhouette Discontinuities of surface Bumps, dips, and undulations of varying geometry Not very clear how to depict with lines
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The object is rendered to form an image or geometric buffer to be processed by image processing methods such as edge detection The result is often visually pleasing ◦ Suffers from low precision due to the loss of 3D scene information ◦ Unsuitable for additional processing Saito and Takahashi 1990; Decaudin 1996; Hertzmann 1999; Pearson and Robinson 1985; Lee et al. 2007
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Finds curves that have special properties in terms of the differential geometry of the surface Captures important object properties ◦ Do not make natural looking line drawings ◦ Locked to the object surface ◦ Tend to look overly sharp Koenderink 1990; Ohtake et al. 2004; Interrante et al. 1995
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OriginalRidge & Valleys
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It is also possible to define curves that have view dependence ◦ Silhouette - contours ◦ Suggestive contours [DeCarlo et al. 2003, 2004] Locations which are almost contours, and correspond to true contours in nearby viewpoints Curvature in view direction = 0 Fails to capture convex regions
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OriginalSuggestive Contours
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Motivated by perceptual considerations Human observers are highly sensitive to line-like and edge-like features ◦ Ex) Points of high luminance variation. ◦ These locations tend to be stable across different choices of BRDF and illumination Our features are view dependent ◦ The lines are drawn at the same places that “line detectors” and “edge detectors” are likely to fire on the 2D rendered image of the same object Where do you put the lines? ◦ Draw a line when the surface normal is changing at a locally maximal rate with respect to image position ◦ “Apparent ridges”
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OriginalApparent Ridges
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Line is to be drawn independent from BRDF and illumination ◦ Surface normal - Parabolic lines Blocky Not appropriate to be used in animations ◦ View dependent stable conditions Observations of Flemming et al. [2004] Local orientation structure of rendered objects was similar across multiple choices of BRDF and environment map ◦ Rapid luminance changes occur at points where the angle of the surface normal is changing rapidly Points in the image with maximal view-dependent curvature will usually contain maximal luminance gradients
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n(m) : the outward facing unit normal to the surface at a point m Curvature operator S at point m ◦ S(r) = D r n Directional derivative of the normal along vector r in the tangent plane
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n(m) : the outward facing unit normal to the surface at a point m Curvature operator S at point m ◦ S(r) = D r n Directional derivative of the normal along vector r in the tangent plane Symmetric 2 x 2 matrix Principal curvatures are eigenvalues of S Eigenvectors of S are principal directions Positive curvature – ridges / Negetive – valleys Higher-order derivative must be negetive to ensure the ridge is a maximum of curvature
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View-dependent curvature is how much the surface is seen to bend from the viewpoint ◦ Q(s) = D s n’ Where n’(m’) = n(P-1(m’)) M : Object in 3d space V : Screen Plane m’∈ V P : Parallel projection which maps points m ∈ M to m’∈ V We do not project the normal on to the screen space Since we are motivated by the shading which is based on the object space normal
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Given a choice of basis (r1, r2) for the tangent plane and (s1, s2) for the screen plane takes tangent vectors at m to vectors in V
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Q = SP -1 ◦ Where the basis of the tangent plane chosen for expressing S and P are the same ◦ Define maximum view-dependent curvature as ◦ Or
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Adds view dependency to the traditional definition of curvature ◦ Where the object normal points towards to the screen, curvature and the view-dependent curvature are the same ◦ Where the object turns away from the screen plane, the view-dependent curvature becomes much larger View-dependent principal direction is shifted towards the view vector
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The loci of points at which the maximum view- dependent curvature q1 assumes a local maximum in the principal view-dependent curvature direction t1 ◦ Which is the loci of points where D t1 q1 = 0 ◦ Keep only the maximum points by selecting those whose higher order derivative is negative View-dependent curvature is always positive ◦ Still captures ridge-like and valley-like features ◦ Can distinguish between features by the sign of the object space curvature
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We leverage standard techniques to estimate the curvature S at each point on the mesh ◦ Estimating curvatures and their derivatives on triangle meshes Rusinkiewicz 2004; Symposium on 3D Data Processing, Visualization, and Transmission ◦ Q = SP -1 ◦ Approximate a perspective camera using a local parallel projection for P Projection line for each vertex to be the line between the viewpoint and the vertex
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We estimate D t1 q1 using finite differences ◦ Average the finite difference between p and the two w points w, w’ – points on the edges of triangles adjacent to p in the direction t 1 View-dependent curvature of w points Linear interpolation
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To make t 1 field consistent across the mesh, we flip t 1 to point in the direction of the positive derivative, where view-dependent curvature is increasing
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t 1 of both vertices along an edge point in the same direction ◦ No zero crossing If not, ◦ Interpolate the location of the zero crossing using the values of the derivatives at each vertex
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We only want to draw lines at maxima ◦ Drop a perpendicular from each vertex to the zero crossing line ◦ If the positive t1 at each vertex makes an acute angle with the perpendicular, then the zero crossing is a maximum
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The result yields a lot of lines ◦ we want points where the magnitude of the view- dependent curvature is locally a maximum ◦ AND which this maximum has a high value Eliminate lines based on a threshold of the view-dependent curvature ◦ Scaled by the feature size of the mesh (average edge length)
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Ridges and valleys and suggestive contours are quick to compute ◦ Curvature is stable across viewpoints ◦ Can be precomputed for an object Unoptimized code on a 2.33 Ghz Intel Core 2 Duo Mac ◦ Real time for small meshes ◦ ~1.5 seconds for 50,000 polygon meshes ◦ ~9 second for 250,000 polygon meshes A limitation of apparent ridges is that they involve higher-order derivatives, which makes them prone to numerical noise in digital meshes
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For fair comparison ◦ used constant stroke width and sharp cutoffs for line ends ◦ Thresholded each image to match the number of gray pixels per image Contours are located where the normal is perpendicular to the view direction ◦ view-dependent curvature approaches a maximum of infinity because of projection so contours are extracted as apparent ridges Some of other methods does not must be combined with contours
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Apparent ridges share the same definition with ridges and valleys modified by a projection ◦ Ridges and apparent ridges are similar when the effect of projection is small ◦ Differs on the part where the object turns away from the viewer Ridges and valleys are fixed on a object, they can appear as artificial surface markings and produce a boxy look Apparent ridges are also defined in cases where ridges are ill-defined
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Occluding ContourApparent Ridges
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Suggestive contours look at an extremum of the normal ◦ Apparent ridges look at the extremum of the normal variation Look at curvature in the direction of the view vector ◦ While our approach look at curvature in the direction of t1 ◦ These directions are defined differently, but sometimes they align Find where the curvature in the direction is 0 ◦ While we find where the curvature is maximum
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It is hard to tell which method is clearly better ◦ The methods are significantly different Suggestive contours and apparent ridges trade off situations where they draw single or double lines
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Both suggestive contours and apparent ridges have an attribute of extending contour lines Some important features in convex regions of an object are not conveyed by suggestive contours
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Given head-on illumination with a single light source at the viewpoint and lambertian shading ◦ Suggestive contours are drawn in the shaded areas of an object Only make sense given a certain shading setup ◦ Apparent ridge lines are drawn where are important independent of the light direction.
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Did a Monte-Carlo experiment where a diffuse surface is rendered from a given viewpoint with thousands of random lighting configurations ◦ The average output of a Canny edge detector [Canny 1987] on those thousands of images matches remarkably well the lines extracted with our technique.
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Similar experiment with real photographs with flash illumination ◦ Canny edge detection ◦ Apparent ridges of 3D scan of the object ◦ we can see that the two extraction approaches agree
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Introduced apparent ridges for non- photorealistic line drawings Produce visually pleasing line drawings ◦ Capture important information about an object’s shape ◦ independent of a specific lighting situation ◦ Where ridges and valleys do well, apparent ridges appear in similar locations If ridges and valleys look boxy, apparent ridges modify them to be more perceptually pertinent ◦ Related to, but distinct from, suggestive contours View dependent Both produce pleasing images, but in many cases apparent ridge images are more appealing
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