Local Shape Editing at the Compositing Stage

C. J. Zubiaga, Gaël Guennebaud, Romain Vergne, Pascal Barla
{"title":"Local Shape Editing at the Compositing Stage","authors":"C. J. Zubiaga, Gaël Guennebaud, Romain Vergne, Pascal Barla","doi":"10.2312/SRE.20161206","DOIUrl":null,"url":null,"abstract":"Modern compositing software permit to linearly recombine different 3D rendered outputs (e.g., diffuse and reflection shading) in post-process, providing for simple but interactive appearance manipulations. Renderers also routinely provide auxiliary buffers (e.g., normals, positions) that may be used to add local light sources or depth-of-field effects at the compositing stage. These methods are attractive both in product design and movie production, as they allow designers and technical directors to test different ideas without having to re-render an entire 3D scene. \n \nWe extend this approach to the editing of local shape: users modify the rendered normal buffer, and our system automatically modifies diffuse and reflection buffers to provide a plausible result. Our method is based on the reconstruction of a pair of diffuse and reflection prefiltered environment maps for each distinct object/material appearing in the image. We seamlessly combine the reconstructed buffers in a recompositing pipeline that works in real-time on the GPU using arbitrarily modified normals.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/SRE.20161206","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Modern compositing software permit to linearly recombine different 3D rendered outputs (e.g., diffuse and reflection shading) in post-process, providing for simple but interactive appearance manipulations. Renderers also routinely provide auxiliary buffers (e.g., normals, positions) that may be used to add local light sources or depth-of-field effects at the compositing stage. These methods are attractive both in product design and movie production, as they allow designers and technical directors to test different ideas without having to re-render an entire 3D scene. We extend this approach to the editing of local shape: users modify the rendered normal buffer, and our system automatically modifies diffuse and reflection buffers to provide a plausible result. Our method is based on the reconstruction of a pair of diffuse and reflection prefiltered environment maps for each distinct object/material appearing in the image. We seamlessly combine the reconstructed buffers in a recompositing pipeline that works in real-time on the GPU using arbitrarily modified normals.
合成阶段的局部形状编辑
现代合成软件允许在后期处理中线性重组不同的3D渲染输出(例如,漫反射和反射阴影),提供简单但交互式的外观操作。渲染器也经常提供辅助缓冲区(例如,法线,位置),可用于在合成阶段添加局部光源或景深效果。这些方法在产品设计和电影制作中都很有吸引力,因为它们允许设计师和技术总监测试不同的想法,而不必重新渲染整个3D场景。我们将这种方法扩展到局部形状的编辑:用户修改呈现的正常缓冲,我们的系统自动修改漫射和反射缓冲,以提供一个合理的结果。我们的方法是基于对图像中出现的每个不同物体/材料的漫反射预滤波环境映射的重建。我们使用任意修改的法线,在GPU上实时工作的重组管道中无缝地组合重建的缓冲区。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信