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APPEARANCE-DRIVEN MATERIAL DESIGN
- Date Issued:
- 2008
- Abstract/Description:
- In the computer graphics production environment, artists often must tweak specific lighting and material parameters to match a mind's eye vision of the appearance of a 3D scene. However, the interaction between a material and a lighting environment is often too complex to cognitively predict without visualization. Therefore, artists operate in a design cycle, where they tweak the parameters, wait for a visualization, and repeat, seeking to obtain a desired look. We propose the use of appearance-driven material design. Here, artists directly design the appearance of reflected light for a specific view, surface point, and time. In this thesis, we discuss several methods for appearance-driven design with homogeneous materials, spatially-varying materials, and appearance-matching materials, where each uses a unique modeling and optimization paradigm. Moreover, we present a novel treatment of the illumination integral using sampling theory that can utilize the computational power of the graphics processing unit (GPU) to provide real-time visualization of the appearance of various materials illuminated by complex environment lighting. As a system, the modeling, optimization and rendering steps all operate on arbitrary geometry and in detailed lighting environments, while still providing instant feedback to the designer. Thus, our approach allows materials to play an active role in the process of set design and story-telling, a capability that was, until now, difficult to achieve due to the unavailability of interactive tools appropriate for artists.
Title: | APPEARANCE-DRIVEN MATERIAL DESIGN. |
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5 downloads |
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Name(s): |
Colbert, Mark, Author Hughes, Charles, Committee Chair University of Central Florida, Degree Grantor |
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Type of Resource: | text | |
Date Issued: | 2008 | |
Publisher: | University of Central Florida | |
Language(s): | English | |
Abstract/Description: | In the computer graphics production environment, artists often must tweak specific lighting and material parameters to match a mind's eye vision of the appearance of a 3D scene. However, the interaction between a material and a lighting environment is often too complex to cognitively predict without visualization. Therefore, artists operate in a design cycle, where they tweak the parameters, wait for a visualization, and repeat, seeking to obtain a desired look. We propose the use of appearance-driven material design. Here, artists directly design the appearance of reflected light for a specific view, surface point, and time. In this thesis, we discuss several methods for appearance-driven design with homogeneous materials, spatially-varying materials, and appearance-matching materials, where each uses a unique modeling and optimization paradigm. Moreover, we present a novel treatment of the illumination integral using sampling theory that can utilize the computational power of the graphics processing unit (GPU) to provide real-time visualization of the appearance of various materials illuminated by complex environment lighting. As a system, the modeling, optimization and rendering steps all operate on arbitrary geometry and in detailed lighting environments, while still providing instant feedback to the designer. Thus, our approach allows materials to play an active role in the process of set design and story-telling, a capability that was, until now, difficult to achieve due to the unavailability of interactive tools appropriate for artists. | |
Identifier: | CFE0002217 (IID), ucf:47913 (fedora) | |
Note(s): |
2008-08-01 Ph.D. Engineering and Computer Science, School of Electrical Engineering and Computer Science Doctorate This record was generated from author submitted information. |
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Subject(s): |
Material Design BRDF Real-time Rendering Importance Sampling |
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Persistent Link to This Record: | http://purl.flvc.org/ucf/fd/CFE0002217 | |
Restrictions on Access: | public | |
Host Institution: | UCF |