Interactive reflection editing

Effective digital content creation tools must be both efficient in the interactions they provide but also allow full user control. There may be occasions, when art direction requires changes that contradict physical laws. In particular, it is known that physical correctness of reflections for the human observer is hard to assess. For many centuries, traditional artists have exploited this fact to depict reflections that lie outside the realm of physical possibility. However, a system that gives explicit control of this effect to digital artists has not yet been described. This paper introduces a system that transforms physically correct reflections into art-directed reflections, as specified by reflection constraints. The system introduces a taxonomy of reflection editing operations, using an intuitive user interface, that works directly on the reflecting surfaces with real-time visual feedback using a GPU. A user study shows how such a system can allow users to quickly manipulate reflections according to an art direction task.

[1]  Pierre Poulin,et al.  Sketching shadows and highlights to position lights , 1997, Proceedings Computer Graphics International.

[2]  Szymon Rusinkiewicz,et al.  Exaggerated shading for depicting shape and detail , 2006, SIGGRAPH 2006.

[3]  Frédo Durand,et al.  Interactive editing and modeling of bidirectional texture functions , 2007, SIGGRAPH 2007.

[4]  Erik Reinhard,et al.  Depicting procedural caustics in single images , 2008, SIGGRAPH 2008.

[5]  Ken-ichi Anjyo,et al.  Stylized Highlights for Cartoon Rendering and Animation , 2003, IEEE Computer Graphics and Applications.

[6]  Yotam I. Gingold,et al.  Shape optimization using reflection lines , 2007, Symposium on Geometry Processing.

[7]  Ken-ichi Anjyo,et al.  Locally controllable stylized shading , 2007, SIGGRAPH 2007.

[8]  James Arvo,et al.  Painting with light , 1993, SIGGRAPH.

[9]  Andy Kopra Writing mental ray shaders: A perceptual introduction (mental ray® Handbooks) , 2007 .

[10]  Andy Kopra Writing mental ray® Shaders: A Perceptual Introduction , 2008 .

[11]  Kun Zhou,et al.  Real-time KD-tree construction on graphics hardware , 2008, SIGGRAPH 2008.

[12]  Adam Finkelstein,et al.  Lighting with paint , 2007, TOGS.

[13]  Sumanta N. Pattanaik,et al.  BRDF-Shop: creating physically correct bidirectional reflectance distribution functions , 2006, IEEE Computer Graphics and Applications.

[14]  J. Warren,et al.  Image deformation using moving least squares , 2006, SIGGRAPH 2006.

[15]  Hans-Peter Seidel,et al.  Realistic, hardware-accelerated shading and lighting , 1999, SIGGRAPH.

[16]  Bruce Walter,et al.  Visual equivalence: towards a new standard for image fidelity , 2007, SIGGRAPH 2007.

[17]  Dani Lischinski,et al.  Automatic Lighting Design using a Perceptual Quality Metric , 2001, Comput. Graph. Forum.

[18]  Andy Kopra Writing mental ray Shaders , 2008 .

[19]  Patrick Cavanagh,et al.  Perceiving Illumination Inconsistencies in Scenes , 2005, Perception.

[20]  Sumanta N. Pattanaik,et al.  iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting , 2008, Comput. Graph. Forum.

[21]  S. Gortler,et al.  Fast exact and approximate geodesics on meshes , 2005, SIGGRAPH 2005.

[22]  Erik Reinhard,et al.  Image-based material editing , 2005, SIGGRAPH '05.

[23]  Berthold K. P. Horn,et al.  Closed-form solution of absolute orientation using unit quaternions , 1987 .

[24]  Takeo Igarashi,et al.  As-rigid-as-possible shape manipulation , 2005, ACM Trans. Graph..

[25]  M. Teschner,et al.  Meshless deformations based on shape matching , 2005, SIGGRAPH 2005.

[26]  Roland W Fleming,et al.  Real-world illumination and the perception of surface reflectance properties. , 2003, Journal of vision.

[27]  Marc Alexa,et al.  As-rigid-as-possible surface modeling , 2007, Symposium on Geometry Processing.