A psychophysical model to control the brightness and key-to-fill ratio in CG cartoon character lighting

Pisut Wisessing, Katja Zibrek, D. Cunningham, R. Mcdonnell
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引用次数: 3

Abstract

Lighting is a commonly used tool to manipulate the appearance of virtual characters in a range of applications. However, there are few studies which systematically examine the effect of lighting changes on complex dynamic stimuli. Our study presents several perceptual experiments, designed to investigate the ability of participants to discriminate lighting levels and the ratio of light intensity projected on the two sides of a cartoon character’s face (key-to-fill ratio) in portrait lighting design. We used a standard psychophysical method for measuring discrimination, typical in low-level perceptual studies but not frequently considered for evaluating complex stimuli. We found that people can easily differentiate lighting intensities, and distinguish between shadow strength and scene brightness under bright conditions but not under dark conditions. We provide a model of the results, and empirically validate the predictions of the model. We discuss the practical implications of our results and how they can be exploited to make the process of portrait lighting for CG cartoon characters more consistent, such as a tool for manipulating shadow while maintaining the level of perceived brightness.
一个控制CG卡通人物照明亮度和关键-填充比的心理物理模型
照明是一种常用的工具来操纵虚拟人物的外观在一系列的应用程序。然而,很少有研究系统地考察光照变化对复杂动态刺激的影响。我们的研究提出了几个感知实验,旨在调查参与者在肖像照明设计中区分照明水平和投影在卡通人物面部两侧的光强比(键-填充比)的能力。我们使用标准的心理物理学方法来测量歧视,这是低水平知觉研究的典型方法,但不常用于评估复杂刺激。我们发现人们可以很容易地区分照明强度,在明亮的条件下可以区分阴影强度和场景亮度,而在黑暗的条件下则不能。我们提供了一个模型的结果,并实证验证了该模型的预测。我们讨论了我们的结果的实际意义,以及如何利用它们来使CG卡通人物的肖像照明过程更加一致,例如在保持感知亮度水平的同时操纵阴影的工具。
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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