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Material Editing in Complex Scenes by Surface Light Field Manipulation and Reflectance Optimization
Author(s) -
Nguyen Chuong H.,
Scherzer Daniel,
Ritschel Tobias,
Seidel HansPeter
Publication year - 2013
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.12038
Subject(s) - computer science , specular reflection , computer graphics (images) , upsampling , reflectivity , computer vision , surface (topology) , reflection (computer programming) , light field , artificial intelligence , representation (politics) , field (mathematics) , global illumination , optics , image (mathematics) , rendering (computer graphics) , geometry , mathematics , physics , politics , law , political science , pure mathematics , programming language
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.

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