ABSTRACT
Our aim is to convert an object’s appearance to an arbitrary color considering the light scattering in the entire scene, which is often called the global illumination. Existing stylization methods convert the color of an object with a 1-dimensional texture for 3-dimensional computer graphics to reproduce a typical style used in illustrations and cel animations. However, they cannot express global illumination effects such as color bleedings and soft shadows. We propose a method to compute the global illumination and convert the shading to an arbitrary color. It consists of subpath tracing from the eye to the object, and radiance estimation on the object. The radiance is stored and used later to convert its color. The method reproduces reflections in other objects with the converted color. As a result, we can convert the color of illumination effects such as soft shadows and refractions.
- Kohei Doi and Yuki Morimoto. 2020. Non-Photorealistic Radiance Remapping. In ACM SIGGRAPH 2020 Posters (Virtual Event, USA) (SIGGRAPH ’20). Association for Computing Machinery, New York, NY, USA, Article 34, 2 pages. https://doi.org/10.1145/3388770.3407395Google Scholar
- Jakub Fišer, Ondřej Jamriška, Michal Lukáč, Eli Shechtman, Paul Asente, Jingwan Lu, and Daniel Sýkora. 2016. StyLit: Illumination-Guided Example-Based Stylization of 3D Renderings. ACM Trans. Graph. 35, 4, Article 92 (July 2016), 11 pages. https://doi.org/10.1145/2897824.2925948Google Scholar
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- Toshiya Hachisuka, Shinji Ogaki, and Henrik Wann Jensen. 2008. Progressive Photon Mapping. ACM Trans. Graph. 27, 5, Article 130 (Dec. 2008), 8 pages. https://doi.org/10.1145/1409060.1409083Google Scholar
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- James T. Kajiya. 1986. The Rendering Equation. In Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques(SIGGRAPH ’86). Association for Computing Machinery, New York, NY, USA, 143–150. https://doi.org/10.1145/15922.15902Google Scholar
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- Adam Lake, Carl Marshall, Mark Harris, and Marc Blackstein. 2000. Stylized Rendering Techniques for Scalable Real-Time 3D Animation. In Proceedings of the 1st International Symposium on Non-Photorealistic Animation and Rendering(Annecy, France) (NPAR ’00). Association for Computing Machinery, New York, NY, USA, 13–20. https://doi.org/10.1145/340916.340918Google Scholar
Digital Library
- Milán Magdics, Catherine Sauvaget, Rubén J. García, and Mateu Sbert. 2013. Post-Processing NPR Effects for Video Games. In Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry(Hong Kong, Hong Kong) (VRCAI ’13). Association for Computing Machinery, New York, NY, USA, 147–156. https://doi.org/10.1145/2534329.2534348Google Scholar
Digital Library
Index Terms
Global Illumination-Aware Color Remapping with Fidelity for Texture Values
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