Perceptual oracles for interactive computer graphics - Fabio Pellacini
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Perceptual oracles for interactive computer graphics - Fabio Pellacini
A User Interface for Interactive. Cinematic Shadow Design. Fabio Pellacini. Parag
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A User Interface for Interactive Cinematic Shadow Design Fabio Pellacini Parag Tole Donald P. Greenberg Program of Computer Graphics Cornell University
Importance of Shadows
Shadow placement • Shadow placement by directly transforming lights/objects is hard – Shadows depend • on lights positions • on objects positions • in a very unintuitive manner – Need to determine which light/object pair cast the shadow
Previous work • Interactive systems – Shadow volume manipulation [Poul92] • Not as intuitive as manipulating shadows
• Optimization-based systems – What you paint is only approximately what you get
Our approach • Shadows are treated as first class entities • Shadows transformations – displayed in realtime • quick user feedback – performed by a “click-and-drag” interface • mouse click: select shadow • mouse drag: move/scale/rotate shadow –on the surfaces of the scene
• All shadows are real!
Our approach - VIDEO
Shadow movement example • Click on a shadow to select it – Light-object pair is selected
Shadow movement example • Drag the shadow to a new position – Constrained on the surfaces of the scenes
Shadow movement example • System rotates the light around the object
Light vs. Object transform
Move Light
Move Object
Shadow scaling example • System moves the light on the axis passing through the object center and the light
Light vs. Object transform
Move Light
Move Object
Shadow rotation example • System rotates the object around the axis passing through the object’s center and the light
Future work • Different input devices and UI metaphors • Test scalability for complex environments • More complex constraints – Already supported by the validation system
• Extensions to animated sequences – Supports only keyframing now
Acknowledgements • Thanks to Randy Fernando, James Ferwerda, Moreno Piccolotto and Bruce Walter for useful comments. • This work was supported by the NSF Science and Technology Center for Computer Graphics and Scientific Visualization (ASC-8920219) and performed using equipment generously donated by Intel Corporation and NVidia Corporation. • Modeling performed in 3DSMax. Models based on models from 3DSMax and 3DCafe.
References • [Cala00] S. Calahan. Storytelling through Lighting, a Computer Graphics Perspective. In Advanced RenderMan, 2000. • [Scho93] C. Schoeneman, J. Dorsey, B. Smits, J. Arvo, D.P. Greenberg. Painting with Light. In Proc. of SIGGRAPH 1993. • [Kawa93] J.K. Kawai, J.S. Painter, M.F. Cohen. Radiooptimization – Goal Based Rendering. In Proc. of SIGGRAPH 1993. • [Poul92] P. Poulin, A. Fournier. Lights from Highlights and Shadows. In Proc. of Symposium of 3D Interactive Graphics 1992. • [Poul97] P. Poulin, K. Ratib, M. Jacques. Sketching Shadows and Highlights to Position Lights. In Proc. of Computer Graphics International 1997.
Shadow precise scaling example • Drag edge of the shadow to precisely rescale – Only for small mouse movements