Art-directing Appearance using an Environment Map Latent Space

Lohit Petikam, Andrew Chalmers, K. Anjyo, Taehyun Rhee
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Abstract

In look development, environment maps (EMs) are used to verify 3D appearance in varied lighting (e.g., overcast, sunny, and indoor). Artists can only assign one fixed material, making it laborious to edit appearance uniquely for all EMs. Artists can artdirect material and lighting in film post-production. However, this is impossible in dynamic real-time games and live augmented reality (AR), where environment lighting is unpredictable. We present a new workflow to customize appearance variation across a wide range of EM lighting, for live applications. Appearance edits can be predefined, and then automatically adapted to environment lighting changes. We achieve this by learning a novel 2D latent space of varied EM lighting. The latent space lets artists browse EMs in a semantically meaningful 2D view. For different EMs, artists can paint different material and lighting parameter values directly on the latent space. We robustly encode new EMs into the same space, for automatic look-up of the desired appearance. This solves a new problem of preserving art-direction in live applications, without any artist intervention. CCS Concepts • Computing methodologies → Dimensionality reduction and manifold learning; Rendering;
使用环境地图潜在空间的艺术指导外观
在外观开发中,环境地图(EMs)用于验证不同光线下的3D外观(例如,阴天、晴天和室内)。美工只能分配一种固定的材料,这使得为所有的EMs编辑独特的外观变得很费力。艺术家可以在电影后期制作中对材料和灯光进行艺术指导。然而,这在动态实时游戏和现场增强现实(AR)中是不可能的,因为环境照明是不可预测的。我们提出了一种新的工作流程来定制各种EM照明的外观变化,用于现场应用。外观编辑可以预先定义,然后自动适应环境照明的变化。我们通过学习不同EM照明的新型2D潜在空间来实现这一目标。潜在空间让艺术家可以在语义上有意义的2D视图中浏览em。对于不同的潜在空间,艺术家可以直接在潜在空间上绘制不同的材料和照明参数值。我们稳健地将新的em编码到相同的空间中,以便自动查找所需的外观。这解决了在没有任何艺术家干预的情况下在实时应用程序中保留艺术方向的新问题。•计算方法→降维和流形学习;呈现;
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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