Local Shape Editing at the Compositing Stage
Carlos J. Zubiaga, Gaël Guennebaud, Romain Vergne, Pascal Barla
Local Shape Editing at the Compositing Stage Carlos J. Zubiaga, Gal - - PowerPoint PPT Presentation
Local Shape Editing at the Compositing Stage Carlos J. Zubiaga, Gal Guennebaud, Romain Vergne, Pascal Barla Compositing Shading Buffers Diffuse Reflection Final Image Transparent Subsurface Emission Compositing Auxiliary Buffers
Carlos J. Zubiaga, Gaël Guennebaud, Romain Vergne, Pascal Barla
Final Image Subsurface Emission Transparent
Diffuse Reflection
Shading Buffers
Subsurface Emission Transparent Diffuse Reflection
Shading Buffers
Diffuse Coeff. Ambient Occ.
Auxiliary Buffers
Object ID Normals Depth/Position
DOF / Fog Relighting Final Image
Auxiliary Buffers Shading Buffers
Normals Depth/Position Diffuse Reflection
Normals
Auxiliary Buffers
Depth/Position
Shading Buffers
Diffuse Reflection
Shape modifications do not change shading Lighting is lost in the rendering process Costly re-rendering is needed
Grant real-time local al sha hape modification in post-processing in a plau ausibl ible way
Reflectance and Natural Illumination from a Single Image [Lombardi et al 12]
natural al li lighting ng an and lo low e ent ntropy
atisti stical cal BRDFs an and a l a low d detai ail l li lighting ng A Signal-Processing Framework for Inverse Rendering [Ramammorthi et al 01]
nverse Rend ndering ng is an an ill ll-Posed Proble lem
Photograph Render
Photograph Reconstructed Illumination
Decoupling of lighting and material is not
cessa sary y to manipulate appearance
Image Based Material Editing [Khan et al 06]
ates of 3 3D shap ape & li lighting ng for re-rend nderi ring ng Interactive Reflection Editing [Ritschel et al 09]
away from physical restrictions
Input HDR Modification 1 Modification 2 Input Input Result Result Control Control
Manipulation performed in in fu full 3D: not adapted to compositing
Surface flows for image-based shading design [Vergne et al 12]
and no normal al b buffer ers to deform/warp arp imag ages MatCap Decomposition for Dynamic Appearance Manipulation [Zubiaga et al 15]
MatCaps
Texture effects
Add reflections Shinier material
Sahding effects
A novel approach to manipulate exi xisti ting appearance in co complex ex renderings is required
Reconstruct Pre-filtered Environment Maps (PEM) per object/material
Diffuse
Reflections
Input Diffuse Shading Gauss Map Diffuse PEM Diffuse reconstructed Residuals Reconstruction Spherical Harmonics Fitting Quadratic Programming (LS + “≤”) Mean Least Square +1
Residuals corresponds to darkening by occlusion Residuals can be reintroduced
High Resolution Low Resolution
Interpolation Spherical barycentric coordinates Weighting Favorize smallest quads
Dual Paraboloid Map Front Back 1st Hole Filling 2nd Regularize
Harmonic interpolation
Input
Sligthly blur discontinues
Diffuse
Diff ×5 Render Recontructed Input Ground Truth Diff ×5 Diff ×100 Diff ×10
Reflections
Render Recontructed Input Ground Truth
Normals Shading Diffuse Reflection Sphere in perspective Head Normals Shading Vase Normals Shading
Original PEM Occlusion Diffuse Reflection Recomposited Modified Recompositing Combine original & PEM Reconstruction
Normal Reconstructed Occlusion PEM Linear interpolation
Recomposited Residual
local darkening Original
Reconstructed Occlusion
Recomposited Diff Normals Linear interpolation
Orig. PEM Mod. Original
Interpolate using occclusion Interpolation
Diffuse
Add residuals
Reflections
Ours Ground Truth Ground Truth Ours
Model Diffuse Reconstruction Reflection Reconstruction Partial Reconstruction Hole filling Red Sphere 110 315 215 Red Head 184 470 280 Red Vase 147 385 192 Cup 29 45 325 Kettle 65 97 650 Black Vase 64 133 4000 Truck Body 119 120 6000 Front Mudguard 25 45 2500 Rear Mudguard 14 26 3700
Restricted to opaque objects Limited by the geometric complexity Normal mapping, not displacement
Pl Plaus usib ible le pr pre-fi filt ltere ered d env nv. . ma maps ps are re su suffi ffici cient nt to mo modif ify y lo loca cal l sh shap ape at at the the co compo mposi siting ting st stag age Limitations
Extension to spatially-varying reflectance Output more info at the rendering stage Combine with manipulation of materials
Future Work
http://prism-network.eu/ http://gratin.gforge.inria.fr/ https://www.thefoundry.co.uk/
Normal Specular Shading Surface ID Ambient Occlusion Specular Occlusion Diffuse Shading