Expressive Single Scattering for Light Shaft Stylization

Journal Article (2017)
Author(s)

T.R. Kol (TU Delft - Computer Graphics and Visualisation)

O. Klehm (Max Planck Institut für Informatik)

HP Seidel (Max Planck Institut für Informatik)

E. Eisemann (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2017 T.R. Kol, O. Klehm, Hans-Peter Seidel, E. Eisemann
DOI related publication
https://doi.org/10.1109/TVCG.2016.2554114
More Info
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Publication Year
2017
Language
English
Copyright
© 2017 T.R. Kol, O. Klehm, Hans-Peter Seidel, E. Eisemann
Research Group
Computer Graphics and Visualisation
Issue number
7
Volume number
23
Pages (from-to)
1753-1766
Reuse Rights

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Abstract

Light scattering in participating media is a natural phenomenon that is increasingly featured in movies and games, as it is visually pleasing and lends realism to a scene. In art, it may further be used to express a certain mood or emphasize objects. Here, artists often rely on stylization when creating scattering effects, not only because of the complexity of physically correct scattering, but also to increase expressiveness. Little research, however, focuses on artistically influencing the simulation of the scattering process in a virtual 3D scene. We propose novel stylization techniques, enabling artists to change the appearance of single scattering effects such as light shafts. Users can add, remove, or enhance light shafts using occluder manipulation. The colors of the light shafts can be stylized and animated using easily modifiable transfer functions. Alternatively, our system can optimize a light map given a simple user input for a number of desired views in the 3D world. Finally, we enable artists to control the heterogeneity of the underlying medium. Our stylized scattering solution is easy to use and compatible with standard rendering pipelines. It works for animated scenes and can be executed in real time to provide the artist with quick feedback.

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