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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Material Editing in Complex Scenes by Surface Light Field Manipulation and Reflectance Optimization
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Material Editing in Complex Scenes by Surface Light Field Manipulation and Reflectance Optimization

机译:通过表面光场操纵和反射率优化在复杂场景中进行材质编辑

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摘要

This work addresses the challenge of intuitive appearance editing in scenes with complex geometric layout and complex, spatially-varying indirect lighting. In contrast to previous work, that aimed to edit surface reflectance, our system allows a user to freely manipulate the surface light field. It then finds the best surface reflectance that "explains" the surface light field manipulation. Instead of classic L_2 fitting of reflectance to a combination of incoming and exitant illumination, our system infers a sparse L_0 change of shading parameters instead. Consequently, our system does not require "diffuse" or "glossiness" brushes or any such understanding of the underlying reflectance parametrization. Instead, it infers reflectance changes from scribbles made by a single simple color brush tool alone: Drawing a highlight will increase Phong specular; blurring a mirror reflection will decrease glossiness; etc. A sparse-solver framework operating on a novel point-based, pre-convolved lighting representation in combination with screen-space edit upsampling allows to perform editing interactively on a GPU.
机译:这项工作解决了在具有复杂几何布局和复杂,空间变化的间接照明的场景中进行直观外观编辑的挑战。与以前旨在编辑表面反射率的工作相反,我们的系统允许用户自由操纵表面光场。然后找到“解释”表面光场操作的最佳表面反射率。我们的系统不是通过经典的L_2将反射率拟合为入射光和出射光的组合,而是推断出阴影参数的L_0稀疏变​​化。因此,我们的系统不需要“漫射”或“光泽度”笔刷或对底层反射率参数化的任何此类理解。取而代之的是,它仅凭一个简单的彩色画笔工具就可以推断出涂鸦的反射率变化:绘制高光会增加Phong镜面反射;使镜面反射模糊会降低光泽度;稀疏求解器框架可以在基于点的,预先卷积的新颖照明表示上进行操作,并结合屏幕空间编辑上采样,从而可以在GPU上进行交互式编辑。

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