Inverse toon shading: interactive normal field modeling with isophotes

Qiuying Xu, Y. Gingold, Karan Singh
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引用次数: 16

Abstract

We introduce an interactive modeling tool for designing a smooth 3D normal field from the isophotes of a discretely shaded 2D image. Block or cartoon shading is a visual style in which artists depict a smoothly shaded 3D object using a small number of discrete brightness values, manifested as regions or bands of constant color. In our approach, artists trace isophotes, or curves of constant brightness, along the boundaries between constant color bands. Our algorithm first estimates light directions and computes 3D normals along the object silhouette and at intersections between isophotes from different light sources. We then propagate these 3D normals smoothly along isophotes, and subsequently throughout the interior of the shape. We describe our user interface for editing isophotes and correcting unintended normals produced by our algorithm. We validate our approach with a perceptual experiment and comparisons to ground truth data. Finally, we present a set of 3D renderings created using our interface.
逆香椿阴影:与同色体的交互法向场建模
我们介绍了一个交互式建模工具,用于从离散阴影2D图像的等影线设计光滑的3D法线场。块或卡通阴影是一种视觉风格,艺术家使用少量离散的亮度值来描绘平滑阴影的3D物体,表现为恒定颜色的区域或带。在我们的方法中,艺术家沿着固定色带之间的边界追踪亮度不变的等光圈或曲线。我们的算法首先估计光线方向,并计算沿物体轮廓和不同光源的同光圈相交处的3D法线。然后,我们沿着等ophotes平滑地传播这些3D法线,并随后在整个形状的内部传播。我们描述了编辑同径线和纠正算法产生的意外法线的用户界面。我们通过感知实验和与地面真实数据的比较来验证我们的方法。最后,我们展示了一组使用我们的界面创建的3D渲染图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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