You are here

APPEARANCE-DRIVEN MATERIAL DESIGN

Download pdf | Full Screen View

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.
20 views
5 downloads
Name(s): Colbert, Mark, Author
Hughes, Charles, Committee Chair
University of Central Florida, Degree Grantor
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.
Subject(s): Material Design
BRDF
Real-time Rendering
Importance Sampling
Persistent Link to This Record: http://purl.flvc.org/ucf/fd/CFE0002217
Restrictions on Access: public
Host Institution: UCF

In Collections