Romain Pacanowski INRIA Bordeaux University Xavier GranierChristophe SchlickPierre Poulin.

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Presentation transcript:

Romain Pacanowski INRIA Bordeaux University Xavier GranierChristophe SchlickPierre Poulin

Highlights Motivation  Important for the final appearance  Local function of view and light direction:  Large range of effects

Highlight Classification Motivation RealisticNPR [Ward 92] [Anjyo 06] Plausible [Ashikhmin 00] Stylized Physic-based NoneComplete User Control User Control Friendliness OUR APPROACH

 Local  Complex 4D Function View ( ) and Light ( ) dependent The Highlight Function Context How to control a 4D Function ?

Realistic Context Previous Work on Highlight Modeling  Pre-defined Models [Pho75,Bli77,War92,...]: Non-intuitive choice  Non linear parameters’ behavior  Limited edition freedom   Painting Highlight Directly [Poulin95,Colbert06] ○ Easy and intuitive interface ○ Edition freedom limited  Indirectly [EBJ*00,APS00,NNSK99] ○ Distribution of normal = not intuitive  Colbert 06

Non-Photorealistic Context Previous Work on Highlight Modeling  Lit Sphere [SMGG01] Limited to fixed lighting   Anjyo et al. [AWB06] : Design the light shape (≠ highlight) No color and glossiness edition   Todo et al. [ TABI07 ]: Highlight per light key-directions Limited to stylized shading  Anjyo 06

A new system for highlight design Motivation  Intuitive and flexible (targeted for artists) Painting and Sketching tools  Interactive with real time user feedback GPU friendly system  Large range of various appearances Shape, Color and Gradient control Smooth variations with light directions

Sketching and Painting Our Method += Sketching Shape Painting Color Result Sketching Plane Shape Color and Gradient

Interpolation between light key-directions Our Method  Spherical Mesh Vertex = light key-direction  Between key-directions Shape interpolation Color interpolation

Parameterization of the Sketching Plane Highlight Representation

Shape Highlight Representation  Spline based polar curve Highlight boundary Distance field  Shininess control

Color and Gradient Highlight Representation Texture Defines the highlight intensity where Black texel => highlight intensity = 0 Glossiness control Color Gradient Color Texture

More Complex Shape Highlight Representation Two multiplicative layers to define the color texture: Highlight Color Highlight Intensity ×

GPU Structures Highlight Representation  Polar Curve K control points Control point radius 3D Texture  Color and Gradient One 2D texture per light key-direction Spherical Triangle

Main View User Interface Highlight gradient and color Painting and Gradient editing Highlight on the sketching plane Editing by painting Highlight main Shape Curve Sketching Light key-direction Feedback on the currently selected light direction

Highlight Modeling Features Results

Light key-directions with same shape Results

Bitmap Deformation Results

Light key-directions with different shape Results Normal Incidence Configuration Grazing Incidence Configuration

Summary Conclusion System for highlight design  Painting and sketching metaphors  Highlight Shape : Polar Curve Color and Gradients : 2D Texture  Real Time solution  Large variety of highlights  More intuitive than previous approaches

Limitations and Future Work  Color textures Interpolation  Morphing interpolation  Strong normal variations  Strong highlight variations  Spatially varying highlight  Geometry dependent highlight  Painting in a plane  Deformations on 3D object  Easier to paint on 3D object directly

Limitations and Future Work  Not physically correct If needed : normalization  Extension to complex illumination  Spatial tools to clone and position highlight

Questions?

Overview Our Method  Highlight = Function of light and view direction :  Main idea: For a chosen L: ○ Light key-direction ○ User sketches and paints highlight ○ Sketching Plane For others : let the system interpolate the result