CRISP Creating, Rendering and Interacting with images based on the - - PowerPoint PPT Presentation

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CRISP Creating, Rendering and Interacting with images based on the - - PowerPoint PPT Presentation

Equipe Associe Associated Group CRISP Creating, Rendering and Interacting with images based on the Study of Perception (note: unpublished projects presented at workshop have been removed from these slides) The People UC Berkeley:


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SLIDE 1

Equipe Associée – Associated Group

CRISP

Creating, Rendering and Interacting with images based on the Study of Perception

(note: unpublished projects presented at workshop have been removed from these slides)

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SLIDE 2

The People

  • UC Berkeley:

– Maneesh Agrawala (Computer Science/Graphics & Interaction) – Ravi Ramamoorthi (Computer Science/Graphics) – Marty Banks (Vision Science)

  • INRIA (REVES Inria Sophia-Antipolis Méditérranée)

– George Drettakis (Graphics) – Adrien Bousseau (Graphics) – past postdoc at UCB

  • 4-6 Ph.D. students and 2-3 Postdocs potentially

involved

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Realistic and Expressive Rendering

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Materials in Computer Graphics

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SLIDE 5

Lighting and Shadows

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Main Objectives

  • Create, render and interact based on the study
  • f human perception
  • Research directions:

– Perception: how do people perceive images, both realistic and “expressive” ? – Rendering: plausible wrt to user intent & allocate resources on perceptually important visual effects – Interaction: Facilitate content creation via novel user interfaces for novice and professional users.

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SLIDE 7

Scientific goals

  • Interpreting images
  • Creating and manipulating images
  • Rendering images
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SLIDE 8

Scientific Goals: Interpreting images

  • Study how people perceive lighting, material

and geometry in an image

  • Important both for drawings and illustrations

and for rendering

  • Allow the development of novel drawing

interfaces and efficient rendering algorithms

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SLIDE 9

Interpreting Images

  • Perception and illustration of materials

Glossy plastic Glass Chrome

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Scientific Goals: Creating and manipulating images

  • Complex interactions between geometry,

material and lighting parameters result in interfaces that are hard-to-use

  • Identify which image components are

perceptually important

  • Propose novel interaction paradigms and image

creation/manipulation algorithms based on these results

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SLIDE 11

Interfaces for Content Creation

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Scientific Goals: Rendering Images

  • Identify which approximations users tolerate

well

  • Develop new, more efficient algorithms

exploiting perceptually “appropriate” approximations

  • Enhance the depiction of geometry, materials

and lighting without degrading quality

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Rendering images

  • Which approximation is more tolerable ?
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SLIDE 14

Talk Overview

  • Projects in progress
  • Future projects
  • Conclusions
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Ongoing Projects

  • Interpreting images:

– Perception of materials with stereo and parallax – Perception of materials in “expressive” renderings

  • Creating and manipulating images:

– Lighting design for material depiction

  • Perception:

– Crowdsourcing for perceptual studies

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SLIDE 16

Lighting Design for Material Depiction

Adrien Bousseau, Emmanuelle Chapoulie

REVES – INRIA Sophia Antipolis

Ravi Ramamoorthi, Maneesh Agrawala

UC Berkeley To be presented at Eurographics Symposium on Rendering 2011

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Lighting affects material appearance

Our optimized lighting emphasizes materials Poor lighting de-emphasizes materials

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Lighting design principles

Transparent (glass, ice) High contrast at contours Subsurface scattering (wax, marble, organic) Thin parts brighter Asperity (velvet, fur) High contrast highlights at grazing angle Shiny (metal, plastic, chrome) High contrast edges in reflections Fresnel (glass, plastic, varnish) High contrast reflections at grazing angle

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Optimal lighting

Transparent (glass, ice) High contrast at contours Subsurface scattering (wax, marble, organic) Thin parts brighter Asperity (velvet, fur) High contrast highlights at grazing angle Shiny (metal, plastic, chrome) High contrast edges in reflections Fresnel (glass, plastic, varnish) High contrast reflections at grazing angle

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Best orientation of real lighting

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SLIDE 21

Best orientation of real lighting

Transparent (glass, ice) High contrast at contours Subsurface scattering (wax, marble, organic) Thin parts brighter Asperity (velvet, fur) High contrast highlights at grazing angle Shiny (metal, plastic, chrome) High contrast edges in reflections Fresnel (glass, plastic, varnish) High contrast reflections at grazing angle

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SLIDE 22

Worst orientation of real lighting

Transparent (glass, ice) High contrast at contours Subsurface scattering (wax, marble, organic) Thin parts brighter Asperity (velvet, fur) High contrast highlights at grazing angle Shiny (metal, plastic, chrome) High contrast edges in reflections Fresnel (glass, plastic, varnish) High contrast reflections at grazing angle

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Conclusions

  • General orientations

– Perception-oriented studies which advance understanding: true multidisciplinary research – Advance research in graphics, (human) vision and human-computer interaction – Develop new algorithms for rendering and interaction, capitalize on perceptual studies