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Transcript of study Shading Based Surface Editing
Shading-Based Surface Editing
Yotam Gingold and Denis Zorin
New York University
SIGGRAPH 08
Abstract A free-form surface modeling based on
shading
Outline1. Introduction2. Related Work3. Shading Changed to Shape Changes4. Overview of the System5. Problem Formulation6. Results7. Conclusions and Future Work
Introduction
Surface Editing 2D UI 3D model & motion Shape-from-shading (SfS) reconstruction Sketch-based modeling
Motivation Indirection
User action vs. appearance change Hard to deform
Smooth outline Remove shadow Reshape a highlight
Purpose A directly sketched-based surface modeling Principle of continuity
if a user makes a small change in surface appearance, the resulting shape change should be small
Challenges
standard formulation (Lambertian surface, orthographic projection, directional light) is known to be ill-posed.
Challenges Avoid small shading modification leading to
large and unintuitive model changes
Preserve existing surface detail during editing
Region of interesting (ROI) during modifying
Realtime surface update
Our major techniques 1. Design stroke-based 2D UI2. SfS by solving a quadratic optimization
Related Work
Related Work Shape-Preserving
[Sorkine et al. 04] [Yu et al. 04] [Wardetzky et al. 07]
Shape-from-Shading[Rushmeier et al. 03][Prados 04]
Sketch-based modeling[Igarashi et al. 99]
[Cheutet et al. 04]
[Lawrence and Funkhouser 04]
[Kara et al. 06]
[Karpenko and Huges 06]
[Nealen et al. 07]
Silhouette Editing[DeCarlo et al. 03] . Suggestive contour
[Nealen et al. 05],
[Zimmermann et al. 07]
Shading Changes to Shape Changes
Guarantee the stability of surface changes and satisfying boundary constraints
a continuous solution an approximate solution
all solutions are discontinuous
(with either one or two sides fixed)
Instability near highlights Conclusion
Smooth deformation can’t erase highlight
A large change in the surface shape
Strategy Terminate erasing
strokes at highlight
Highlight removal
Slope ambiguity
Convex-concave ambiguity slope ambiguity
Strategy - choose the slope to change the surface the least
Overview of the System
M surface
pvpl
vL
Lambertian & glossy
reflection model , n(p)
I
~I~M surface
q
p
q
I(q) = ρ(n(p))
User modified
I image
n
Only one light source
Lambertian and Glossy Reflection Model
β is the degree of glossiness p is the Phong exponent h = (v+l) / |v+l|
M surface
pl
v
LLambertian &
glossy reflection model ,
n(p)
~I
q
p
q
I(q) = ρ(n(p))
I image
n
C
P-1(C)
q = P(p)
Only one light source
brush
attributes of brush
Shading modification brush
Silhouette brush Highlight motion brush ROI pen
• Opacity• Smoothness• Width
Stroke attributes – α (opacity)
Replace mode Multiply mode
0)1(I IIvtrq 00 )1(),1min(I IIIvtrq
Stroke attributes – f (softness)
Stroke attributes – w (width)
Problem Formulation
Surface Optimization Function Detail-preserving
Preserving appearance outside strokes Stroke constrain
Match the modified surface under the stroke
Detail-preserving Stroke constrain
Detail-preserving
[Yu et al. 04]
The vector Laplacian is the normal scaled by the mean curvature [Sorkine et al. 04]
If the surface changes remain close to isometric, the Laplacian operator does not change [Wardetzky et al. 07]. The Laplacian difference
ΔM : Laplace-Beltrami operatorH: mean curvature
Small triangle distortion ? = isometric deformations
Hypothesis If the triangle distortion stays small, one can
view the Laplacian difference energy as a weighted normal change penalty
(detail-preserving)
Hypothesis Want the normals to retain their spatial
direction with respect to the viewing direction and the light source
Strokes constrain the rotation of normals
Find min. α s.t. ρ(n(α)) = Itrg
Stroke smoothness and thick strokes Weaken the link between stroke and the rest
of surface
w/2-w/2
h(r)
r
x0
C
P(x0)
(detail-preserving)
(1-c)/d = f
Detail-preserving
(detail-preserving)
Stroke constrain
xi
xj
Constrain the new tangent
xi
xj
Constraint the projected position of
P(p) = P(ap1 + (1-a) p2)
p
C
P(p)
p1 p2
P(p1)
P(p2)
Realization of Stroke Attributes Stroke smoothness and thick strokes Silhouette strokes Interaction with highlights Highlight motion strokes
Adaptive refinement
441 vrtx.
1302 vrtx.
Adaptive √3-subdivision
Result MacBook Pro + 2GHx Intel Core Duo processor Performance issues
Stroke size, ROI setting, mesh size, degree of adaptive refinement
Conclusions and Future Work Shading-based surface editing
A direct and intuitive UI to modify surface Intuitive shading strokes
Future work Blur stroke
END
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