3DFlow Denning, Jonathan D.; Tibaldo, Valentina; Pellacini, Fabio
ACM transactions on graphics,
08/2015, Letnik:
34, Številka:
4
Journal Article
Recenzirano
Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also ...their whole workflow, though the common media for sharing has limitations. In this paper, we present
3DFlow
, an algorithm that computes continuous summarizations of mesh editing workflows.
3DFlow
takes as input a sequence of meshes and outputs a visualization of the workflow summarized at any level of detail. The output is enhanced by highlighting edited regions and, if provided, overlaying visual annotations to indicated the artist's work, e.g. summarizing brush strokes in sculpting. We tested
3DFlow
with a large set of inputs using a variety of mesh editing techniques, from digital sculpting to low-poly modeling, and found
3DFlow
performed well for all. Furthermore,
3DFlow
is independent of the modeling software used because it requires only mesh snapshots, and uses the additional information only for optional overlays. We release
3DFlow
as open source for artists to showcase their work and release all our datasets so other researchers can improve upon our work.
AppGen Dong, Yue; Tong, Xin; Pellacini, Fabio ...
Proceedings of the 2011 SIGGRAPH Asia Conference,
12/2011
Conference Proceeding
Recenzirano
We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed ...spatially-varying reflectance properties (diffuse, specular and roughness) and surface normal variations with minimal user interaction. We ask users to indicate global shading and reflectance information by roughly marking the image with a few user strokes, while our system assigns reflectance properties and normals to each pixel. We first interactively decompose the input image into the product of a diffuse albedo map and a shading map. A two-scale normal reconstruction algorithm is then introduced to recover the normal variations from the shading map and preserve the geometric features at different scales. We finally assign the specular parameters to each pixel guided by user strokes and the diffuse albedo. Our system generates convincing results within minutes of interaction and works well for a variety of material types that exhibit different reflectance and normal variations, including natural surfaces and man-made ones.
Tracking multiple moving targets allows quantitative measure of the dynamic behavior in systems as diverse as animal groups in biology, turbulence in fluid dynamics and crowd and traffic control. In ...three dimensions, tracking several targets becomes increasingly hard since optical occlusions are very likely, i.e., two featureless targets frequently overlap for several frames. Occlusions are particularly frequent in biological groups such as bird flocks, fish schools, and insect swarms, a fact that has severely limited collective animal behavior field studies in the past. This paper presents a 3D tracking method that is robust in the case of severe occlusions. To ensure robustness, we adopt a global optimization approach that works on all objects and frames at once. To achieve practicality and scalability, we employ a divide and conquer formulation, thanks to which the computational complexity of the problem is reduced by orders of magnitude. We tested our algorithm with synthetic data, with experimental data of bird flocks and insect swarms and with public benchmark datasets, and show that our system yields high quality trajectories for hundreds of moving targets with severe overlap. The results obtained on very heterogeneous data show the potential applicability of our method to the most diverse experimental situations.
Reflectance transformation imaging (RTI) is a computational photography technique widely used in the cultural heritage and material science domains to characterize relieved surfaces. It basically ...consists of capturing multiple images from a fixed viewpoint with varying lights. Handling the potentially huge amount of information stored in an RTI acquisition that consists typically of 50–100 RGB values per pixel, allowing data exchange, interactive visualization, and material analysis, is not easy. The solution used in practical applications consists of creating “relightable images” by approximating the pixel information with a function of the light direction, encoded with a small number of parameters. This encoding allows the estimation of images relighted from novel, arbitrary lights, with a quality that, however, is not always satisfactory. In this paper, we present NeuralRTI, a framework for pixel-based encoding and relighting of RTI data. Using a simple autoencoder architecture, we show that it is possible to obtain a highly compressed representation that better preserves the original information and provides increased quality of virtual images relighted from novel directions, especially in the case of challenging glossy materials. We also address the problem of validating the relight quality on different surfaces, proposing a specific benchmark, SynthRTI, including image collections synthetically created with physical-based rendering and featuring objects with different materials and geometric complexity. On this dataset and as well on a collection of real acquisitions performed on heterogeneous surfaces, we demonstrate the advantages of the proposed relightable image encoding.
Historically, rendering system development has been mainly focused on improving the numerical accuracy of the rendering algorithms and their runtime efficiency. In this paper, we propose a method to ...improve the correctness not of the algorithms themselves, but of their implementation. Specifically, we show that by combining static type checking and generic programming, rendering system and shader development can take advantage of compile‐time checking to perform dimensional analysis, i.e. to enforce the correctness of physical dimensions and units in light transport, and geometric space analysis, i.e. to ensure that geometric computations respect the spaces in which points, vectors and normals were defined. We demonstrate our methods by implementing a CPU path tracer and a GPU renderer which previews direct illumination. While we build on prior work to develop our implementations, the main contribution of our work is to show that dimensional analysis and geometric space checking can be successfully integrated into the development of rendering systems and shaders.
We present a solution for viewing high dynamic range (HDR) images with spatially-varying distributions of glossy materials printed on reflective media. Our method exploits appearance variations of ...the glossy materials in the angular domain to display the input HDR image at different exposures. As viewers change the print orientation or lighting directions, the print gradually varies its appearance to display the image content from the darkest to the brightest levels. Our solution is based on a commercially available printing system and is fully automatic. Given the input HDR image and the BRDFs of a set of available inks, our method computes the optimal exposures of the HDR image for all viewing conditions and the optimal ink combinations for all pixels by minimizing the difference of their appearances under all viewing conditions. We demonstrate the effectiveness of our method with print samples generated from different inputs and visualized under different viewing and lighting conditions.
In this paper we present
SubEdit
, a representation for editing the BSSRDF of heterogeneous subsurface scattering acquired from real-world samples. Directly editing measured raw data is difficult due ...to the non-local impact of heterogeneous subsurface scattering on the appearance. Our
SubEdit
representation decouples these non-local effects into the product of two local scattering profiles defined at respectively the incident and outgoing surface locations. This allows users to directly manipulate the appearance of single surface locations and to robustly make selections. To further facilitate editing, we reparameterize the scattering profiles into the local appearance concepts of albedo, scattering range, and profile shape. Our method preserves the visual quality of the measured material after editing by maintaining the consistency of subsurface transport for all edits.
SubEdit
fits measured data well while remaining efficient enough to support interactive rendering and manipulation. We illustrate the suitability of
SubEdit
as a representation for editing by applying various complex modifications on a wide variety of measured heterogeneous subsurface scattering materials.
Although real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a ...complete system that uses appropriate inks and foils to print documents with a variety of material properties. Given a set of inks with known Bidirectional Reflectance Distribution Functions (BRDFs), our system automatically finds the optimal linear combinations to approximate the BRDFs of the target documents. Novel gamut-mapping algorithms preserve the relative glossiness between different BRDFs, and halftoning is used to produce patterns to be sent to the printer. We demonstrate the effectiveness of this approach with printed samples of a number of measured spatially-varying BRDFs.