Freeform Shadow Boundary Editing

We present an algorithm for artistically modifying physically based shadows. With our tool, an artist can directly edit the shadow boundaries in the scene in an intuitive fashion similar to freeform curve editing. Our algorithm then makes these shadow edits consistent with respect to varying light directions and scene configurations, by creating a shadow mesh from the new silhouettes. The shadow mesh helps a modified shadow volume algorithm cast shadows that conform to the artistic shadow boundary edits, while providing plausible interaction with dynamic environments, including animation of both characters and light sources. Our algorithm provides significantly more fine‐grained local and direct control than previous artistic light editing methods, which makes it simple to adjust the shadows in a scene to reach a particular effect, or to create interesting shadow shapes and shadow animations. All cases are handled with a single intuitive interface, be it soft shadows, or (self‐)shadows on arbitrary receivers.

[1]  Shigeo Morishima,et al.  Tweakable shadows for cartoon animation , 2007 .

[2]  William V. Baxter,et al.  Locally controllable stylized shading , 2007, ACM Trans. Graph..

[3]  Sumanta N. Pattanaik,et al.  Visibility Editing For All‐Frequency Shadow Design , 2010, Comput. Graph. Forum.

[4]  Aaron Hertzmann,et al.  Illustrating smooth surfaces , 2000, SIGGRAPH.

[5]  Niloy J. Mitra,et al.  Shadow art , 2009, SIGGRAPH 2009.

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

[7]  Mark J. Kilgard,et al.  Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering , 2003, ArXiv.

[8]  Pierre Poulin,et al.  Lights from highlights and shadows , 1992, I3D '92.

[9]  Hans-Peter Seidel,et al.  Interactive on-surface signal deformation , 2010 .

[10]  Scott Schaefer,et al.  Image deformation using moving least squares , 2006, ACM Trans. Graph..

[11]  Tomas Akenine-Möller,et al.  A geometry-based soft shadow volume algorithm using graphics hardware , 2003, ACM Trans. Graph..

[12]  Derek Nowrouzezahrai,et al.  A programmable system for artistic volumetric lighting , 2011, ACM Trans. Graph..

[13]  Olga Sorkine-Hornung,et al.  Differential Representations for Mesh Processing , 2006, Comput. Graph. Forum.

[14]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[15]  Ronen Barzel,et al.  Lighting Controls for Computer Cinematography , 1997, J. Graphics, GPU, & Game Tools.

[16]  O. Sorkine Differential Representations for Mesh Processing , 2006 .

[17]  Ulf Assarsson,et al.  An efficient alias-free shadow algorithm for opaque and transparent objects using per-triangle shadow volumes , 2011, ACM Trans. Graph..

[18]  Marc Alexa,et al.  A sketch-based interface for detail-preserving mesh editing , 2005, SIGGRAPH '05.

[19]  Adam Finkelstein,et al.  Stylized shadows , 2007, NPAR '07.

[20]  Franklin C. Crow,et al.  Shadow algorithms for computer graphics , 1977, SIGGRAPH.

[21]  Niloy J. Mitra,et al.  Shadow art , 2009, ACM Trans. Graph..

[22]  Donald P. Greenberg,et al.  A user interface for interactive cinematic shadow design , 2002, SIGGRAPH.

[23]  Michael Wimmer,et al.  Tessellation‐Independent Smooth Shadow Boundaries , 2012, Comput. Graph. Forum.

[24]  Marc Alexa,et al.  A sketch-based interface for detail-preserving mesh editing , 2007, SIGGRAPH Courses.

[25]  Dirk Bartz,et al.  Extending graphics hardware for occlusion queries in OpenGL , 1998, Workshop on Graphics Hardware.

[26]  Fabio Pellacini,et al.  BendyLights: Artistic Control of Direct Illumination by Curving Light Rays , 2010, Comput. Graph. Forum.

[27]  Greg Humphreys,et al.  Physically Based Rendering, Second Edition: From Theory To Implementation , 2010 .