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dc.contributor.authorZubiaga, Carlos Jorgeen_US
dc.contributor.authorGuennebaud, Gaelen_US
dc.contributor.authorVergne, Romainen_US
dc.contributor.authorBarla, Pascalen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:12:41Z
dc.date.available2016-06-17T14:12:41Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-019-2en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20161206en_US
dc.description.abstractModern compositing software permit to linearly recombine different 3D rendered outputs (e.g., diffuse and reflection shading) in post-process, providing for simple but interactive appearance manipulations. Renderers also routinely provide auxiliary buffers (e.g., normals, positions) that may be used to add local light sources or depth-of-field effects at the compositing stage. These methods are attractive both in product design and movie production, as they allow designers and technical directors to test different ideas without having to re-render an entire 3D scene. We extend this approach to the editing of local shape: users modify the rendered normal buffer, and our system automatically modifies diffuse and reflection buffers to provide a plausible result. Our method is based on the reconstruction of a pair of diffuse and reflection prefiltered environment maps for each distinct object/material appearing in the image. We seamlessly combine the reconstructed buffers in a recompositing pipeline that works in real-time on the GPU using arbitrarily modified normals.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleLocal Shape Editing at the Compositing Stageen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersInto the Pipelineen_US
dc.identifier.doi10.2312/sre.20161206en_US
dc.identifier.pages23-32en_US


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