Artistic Rendering Project Beta Release Jeremy Shopf 11/21/06
Jan 02, 2016
Artistic Rendering ProjectBeta Release
Jeremy Shopf
11/21/06
Recap
• Combine shape from shading with shading acquistion
• Inspired by “Image-based Material Editing”
• Get depth map from luminance
• Apply arbitrary BRDFs to depth map
• Awesome results
First Attempt
• Get shape– Convert RGB to luminance– Use edge-preserving blur– Compress to simulate human visual system– Resulting values are used as depth– Calculate gradient
• Get shading from shape– Assume isotropic surface shading– Estimate light direction in painting– Calculate angle of each pixel normal with light– For each pixel of a given angle, average all colors
• Not good– Try and fit a function to it using least squares
• Data too random to get anything remotely accurate
Source Image
First Attempt est kaput
Second Attempt
• Find pixel with the greatest luminance– This must be the color the
material exhibits when its normal is approximately the lighting direction
• Find pixel with the lowest luminance– Weight by distance from
pixel with greatest luminance
• Define shading function as all pixels between the brightest and darkest pixels
0.0 1.0N dot L
Result..
0.0 1.0N dot L
Improvements
• What about when the artist chooses non-intuitive shading values
• Pick greatest luminance as start, and closest pixel outside of object as end
• Apply to painterly rendering!