Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well-designed shading are an important tool for conveying information about the world, be it the shape and function of a computer-aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review, we provide a comprehensive survey of artistic appearance, lighting and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering back ends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research. Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well-designed shading are an important tool for conveying information about the world, be it the shape and function of a computer-aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review we provide a comprehensive survey of artistic appearance, lighting, and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students, and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering backends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research. © 2015 The Eurographics Association and John Wiley & Sons Ltd.

State of the art in artistic editing of appearance, lighting and material / Schmidt, Thorsten Walther; Pellacini, Fabio; Nowrouzezahrai, Derek; Jarosz, Wojciech; Dachsbacher, Carsten. - In: COMPUTER GRAPHICS FORUM. - ISSN 0167-7055. - 35:1(2016), pp. 216-233. [10.1111/cgf.12721]

State of the art in artistic editing of appearance, lighting and material

PELLACINI, FABIO;
2016

Abstract

Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well-designed shading are an important tool for conveying information about the world, be it the shape and function of a computer-aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review, we provide a comprehensive survey of artistic appearance, lighting and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering back ends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research. Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well-designed shading are an important tool for conveying information about the world, be it the shape and function of a computer-aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review we provide a comprehensive survey of artistic appearance, lighting, and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students, and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering backends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research. © 2015 The Eurographics Association and John Wiley & Sons Ltd.
2016
appearance editing; artistic editing; lighting design; material design; computer networks and communications
01 Pubblicazione su rivista::01a Articolo in rivista
State of the art in artistic editing of appearance, lighting and material / Schmidt, Thorsten Walther; Pellacini, Fabio; Nowrouzezahrai, Derek; Jarosz, Wojciech; Dachsbacher, Carsten. - In: COMPUTER GRAPHICS FORUM. - ISSN 0167-7055. - 35:1(2016), pp. 216-233. [10.1111/cgf.12721]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/797306
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