Interactive Lighting and Material Design System for Cyber Worlds

Kei Iwasaki, Y. Dobashi, T. Nishita
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Abstract

Interactive rendering under complex real world illumination is essential for many applications such as material design, lighting design, and virtual realities. For such applications, interactive manipulations of viewpoints, lighting, BRDFs, and positions of objects are beneficial to designers and users. This paper proposes a system that acquires complex, all-frequency lighting environments and renders dynamic scenes under captured illumination, for lighting and material design applications in cyber worlds. To capture real world lighting environments easily, our method uses a camera equipped with a cellular phone. To handle dynamic scenes of rigid objects and dynamic BRDFs, our method decomposes the visibility function at each vertex of each object into the occlusion due to the object itself and occlusions due to other objects, which are represented by a nonlinear piecewise constant approximation, called cuts. Our method proposes a compact cut representation and efficient algorithm for cut operations. By using our system, interactive manipulation of positions of objects and real time rendering with dynamic viewpoints, lighting, and BRDFs can be achieved.
网络世界的交互照明和材料设计系统
复杂现实世界照明下的交互渲染对于材料设计、照明设计和虚拟现实等许多应用都是必不可少的。对于这样的应用程序,视点、照明、brdf和对象位置的交互式操作对设计师和用户都是有益的。本文提出了一个系统,该系统可以获取复杂的全频率照明环境,并在捕获的照明下呈现动态场景,用于网络世界的照明和材料设计应用。为了轻松捕捉真实世界的照明环境,我们的方法使用配备手机的相机。为了处理刚性物体和动态brdf的动态场景,我们的方法将每个物体每个顶点的可见性函数分解为物体本身的遮挡和其他物体的遮挡,它们由非线性分段常数近似表示,称为cuts。我们的方法提出了一种紧凑的切割表示和高效的切割操作算法。通过使用我们的系统,可以实现对象位置的交互式操作和动态视点、照明和brdf的实时渲染。
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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