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dc.contributor.authorNguyen, Chuong H.en_US
dc.contributor.authorScherzer, Danielen_US
dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorI. Navazo, P. Poulinen_US
dc.date.accessioned2015-02-28T15:22:36Z
dc.date.available2015-02-28T15:22:36Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12038en_US
dc.description.abstractThis work addresses the challenge of intuitive appearance editing in scenes with complex geometric layout and complex, spatially-varying indirect lighting. In contrast to previous work, that aimed to edit surface reflectance, our system allows a user to freely manipulate the surface light field. It then finds the best surface reflectance that ''explains'' the surface light field manipulation. Instead of classic L2 fitting of reflectance to a combination of incoming and exitant illumination, our system infers a sparse L0 change of shading parameters instead. Consequently, our system does not require ''diffuse'' or ''glossiness'' brushes or any such understanding of the underlying reflectance parametrization. Instead, it infers reflectance changes from scribbles made by a single simple color brush tool alone: Drawing a highlight will increase Phong specular; blurring a mirror reflection will decrease glossiness; etc. A sparse-solver framework operating on a novel point-based, pre-convolved lighting representation in combination with screen-space edit upsampling allows to perform editing interactively on a GPU.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleMaterial Editing in Complex Scenes by Surface Light Field Manipulation and Reflectance Optimizationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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