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Displaying 1-41 out of 41 total
Fabricating spatially-varying subsurface scattering
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong
Issue Date:July 2010
pp. 1-10
Many real world surfaces exhibit translucent appearance due to subsurface scattering. Although various methods exists to measure, edit and render subsurface scattering effects, no solution exists for manufacturing physical objects with desired translucent ...
     
Toward evaluating material design interface paradigms for novice users
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr
Issue Date:July 2010
pp. 1-10
Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. We present a user study to evaluate the relative benefits of different material design interfaces, focusing o...
     
SubEdit: a representation for editing measured heterogeneous subsurface scattering
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Pieter Peers, Xin Tong, Ying Song, Fabio Pellacini, Pieter Peers, Xin Tong, Ying Song, Fabio Pellacini, Pieter Peers, Xin Tong, Ying Song, Fabio Pellacini, Pieter Peers, Xin Tong, Ying Song
Issue Date:July 2009
pp. 1-2
In this paper we present SubEdit, a representation for editing the BSSRDF of heterogeneous subsurface scattering acquired from real-world samples. Directly editing measured raw data is difficult due to the non-local impact of heterogeneous subsurface scatt...
     
Toward evaluating lighting design interface paradigms for novice users
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr, Fabio Pellacini, William B. Kerr
Issue Date:July 2009
pp. 1-2
Lighting design is a complex but fundamental task in computer cinematography, involving the adjustment of light parameters to define final scene appearance. Many user interfaces have been proposed to simplify lighting design. They can be generally categori...
     
LightSlice: matrix slice sampling for the many-lights problem
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Jiawei Ou, Fabio Pellacini, Jiawei Ou
Issue Date:December 2011
pp. 1-15
Recent work has shown that complex lighting effects can be well approximated by gathering the contribution of hundreds of thousands of virtual point lights (VPLs). This final gathering step is known as the many-lights problem. Due to the large number of VP...
     
AppWarp: retargeting measured materials by appearance-space warping
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Jonathan D. Denning, Xiaobo An, Xin Tong, Fabio Pellacini, Jonathan D. Denning, Xiaobo An, Xin Tong
Issue Date:December 2011
pp. 1-15
We propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source d...
     
AppGen: interactive material modeling from a single image
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong
Issue Date:December 2011
pp. 1-15
We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular ...
     
Printing spatially-varying reflectance
Found in: ACM Transactions on Graphics (TOG)
By Boris Ajdin, Fabio Pellacini, Hendrik P. A. Lensch, Jason Lawrence, Jinwei Gu, Szymon Rusinkiewicz, Wojciech Matusik, Boris Ajdin, Fabio Pellacini, Hendrik P. A. Lensch, Jason Lawrence, Jinwei Gu, Szymon Rusinkiewicz, Wojciech Matusik
Issue Date:December 2009
pp. 1-2
Although real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and foils to prin...
     
Toward Evaluating the Usefulness of GlobalIllumination for Novices in Lighting Design Tasks
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ondrej Karlik,Martin Ruzicka,Vaclav Gassenbauer,Fabio Pellacini,Jaroslav Krivanek
Issue Date:June 2014
pp. 944-954
Thanks to its ability to improve the realism of computer-generated imagery, the use of global illumination has recently become widespread among digital lighting artists. It remains unclear, though, what impact it has on the lighting design workflows, espec...
 
Evaluating Progressive-Rendering Algorithms in Appearance Design Tasks
Found in: IEEE Computer Graphics and Applications
By Jiawei Ou,Ondrej Karlik,Jaroslav Krivanek,Fabio Pellacini
Issue Date:November 2013
pp. 58-68
Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on us...
 
Bi-scale appearance fabrication
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Xin Tong, Yanxiang Lan, Yue Dong
Issue Date:July 2013
pp. 1-12
Surfaces in the real world exhibit complex appearance due to spatial variations in both their reflectance and local shading frames (i.e. the local coordinate system defined by the normal and tangent direction). For opaque surfaces, existing fabrication sol...
     
MeshGit: diffing and merging meshes for polygonal modeling
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Jonathan D. Denning
Issue Date:July 2013
pp. 1-10
This paper presents MeshGit, a practical algorithm for diffing and merging polygonal meshes typically used in subdivision modeling workflows. Inspired by version control for text editing, we introduce the mesh edit distance as a measure of the dissimilarit...
     
ISHair: importance sampling for hair scattering
Found in: ACM SIGGRAPH 2012 Talks (SIGGRAPH '12)
By Fabio Pellacini, Feng Xie, Jiawei Ou, Parashar Krishnamachari
Issue Date:August 2012
pp. 1-1
We present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair, based on the multi-lobe hair scattering model presented in [Sadeghi et al. 2010]. Our algorithm is efficient, easy to implement and it has no si...
     
Printing spatially-varying reflectance for reproducing HDR images
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong
Issue Date:July 2012
pp. 1-7
We present a solution for viewing high dynamic range (HDR) images with spatially-varying distributions of glossy materials printed on reflective media. Our method exploits appearance variations of the glossy materials in the angular domain to display the i...
     
LightSlice: matrix slice sampling for the many-lights problem
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Fabio Pellacini, Jiawei Ou
Issue Date:December 2011
pp. 1-137
Recent work has shown that complex lighting effects can be well approximated by gathering the contribution of hundreds of thousands of virtual point lights (VPLs). This final gathering step is known as the many-lights problem. Due to the large number of VP...
     
AppWarp: retargeting measured materials by appearance-space warping
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Fabio Pellacini, Jonathan D. Denning, Xiaobo An, Xin Tong
Issue Date:December 2011
pp. 1-137
We propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source d...
     
AppGen: interactive material modeling from a single image
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong
Issue Date:December 2011
pp. 1-137
We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular ...
     
LightSlice: matrix slice sampling for the many-lights problem
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Fabio Pellacini, Jiawei Ou
Issue Date:December 2011
pp. 1-8
Recent work has shown that complex lighting effects can be well approximated by gathering the contribution of hundreds of thousands of virtual point lights (VPLs). This final gathering step is known as the many-lights problem. Due to the large number of VP...
     
AppWarp: retargeting measured materials by appearance-space warping
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Fabio Pellacini, Jonathan D. Denning, Xiaobo An, Xin Tong
Issue Date:December 2011
pp. 1-10
We propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source d...
     
AppGen: interactive material modeling from a single image
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong
Issue Date:December 2011
pp. 1-10
We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular ...
     
MeshFlow: interactive visualization of mesh construction sequences
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Fabio Pellacini, Jonathan D. Denning, William B. Kerr
Issue Date:August 2011
pp. 287-294
The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult...
     
MeshFlow: interactive visualization of mesh construction sequences
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Jonathan D. Denning, William B. Kerr
Issue Date:July 2011
pp. 1-33
The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult...
     
Fabricating spatially-varying subsurface scattering
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong
Issue Date:July 2010
pp. 10-18
Many real world surfaces exhibit translucent appearance due to subsurface scattering. Although various methods exists to measure, edit and render subsurface scattering effects, no solution exists for manufacturing physical objects with desired translucent ...
     
Toward evaluating material design interface paradigms for novice users
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Fabio Pellacini, William B. Kerr
Issue Date:July 2010
pp. 10-18
Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. We present a user study to evaluate the relative benefits of different material design interfaces, focusing o...
     
envyLight: an interface for editing natural illumination
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Fabio Pellacini
Issue Date:July 2010
pp. 10-18
Scenes lit with high dynamic range environment maps of real-world environments exhibit all the complex nuances of natural illumination. For applications that need lighting adjustments to the rendered images, editing environment maps directly is still cumbe...
     
envyLight: an interface for editing natural illumination
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini
Issue Date:July 2010
pp. 1-10
Scenes lit with high dynamic range environment maps of real-world environments exhibit all the complex nuances of natural illumination. For applications that need lighting adjustments to the rendered images, editing environment maps directly is still cumbe...
     
Printing spatially-varying reflectance
Found in: ACM SIGGRAPH Asia 2009 papers (SIGGRAPH Asia '09)
By Boris Ajdin, Fabio Pellacini, Hendrik P. A. Lensch, Jason Lawrence, Jinwei Gu, Szymon Rusinkiewicz, Wojciech Matusik
Issue Date:December 2009
pp. 1-6
Although real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and foils to prin...
     
SubEdit: a representation for editing measured heterogeneous subsurface scattering
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Fabio Pellacini, Pieter Peers, Xin Tong, Ying Song
Issue Date:August 2009
pp. 3-3
In this paper we present SubEdit, a representation for editing the BSSRDF of heterogeneous subsurface scattering acquired from real-world samples. Directly editing measured raw data is difficult due to the non-local impact of heterogeneous subsurface scatt...
     
Toward evaluating lighting design interface paradigms for novice users
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Fabio Pellacini, William B. Kerr
Issue Date:August 2009
pp. 3-3
Lighting design is a complex but fundamental task in computer cinematography, involving the adjustment of light parameters to define final scene appearance. Many user interfaces have been proposed to simplify lighting design. They can be generally categori...
     
Fast, realistic lighting and material design using nonlinear cut approximation
Found in: ACM Transactions on Graphics (TOG)
By Ewen Cheslack-Postava, Fabio Pellacini, Oskar Akerlund, Rui Wang
Issue Date:December 2008
pp. 1-49
We present an efficient computational algorithm for functions represented by a nonlinear piecewise constant approximation called cuts. Our main contribution is a single traversal algorithm for merging cuts that allows for arbitrary pointwise computation, s...
     
Interactive cinematic lighting
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Fabio Pellacini
Issue Date:August 2008
pp. 110-110
This second course in a series will demonstrate case studies of combining traditional rendering API usage with advanced parallel computation from game developers, researchers, and graphics hardware vendors. There are strong indications that the future of i...
     
Beyond programmable shading: in action
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Aaron Lefohn, David Luebke, Fabio Pellacini, Jon Olick, Mike Houston
Issue Date:August 2008
pp. 110-110
This second course in a series will demonstrate case studies of combining traditional rendering API usage with advanced parallel computation from game developers, researchers, and graphics hardware vendors. There are strong indications that the future of i...
     
AppProp: all-pairs appearance-space edit propagation
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Xiaobo An
Issue Date:August 2008
pp. 1-49
We present an intuitive and efficient method for editing the appearance of complex spatially-varying datasets, such as images and measured materials. In our framework, users specify rough adjustments that are refined interactively by enforcing the policy t...
     
AppWand: editing measured materials using appearance-driven optimization
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Jason Lawrence
Issue Date:July 2007
pp. 1-35
We investigate a new approach to editing spatially- and temporally-varying measured materials that adopts a stroke-based workflow. In our system, a user specifies a small number of editing constraints with a 3-D painting interface which are smoothly propag...
     
Jigsaw image mosaics
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Fabio Pellacini, Junhwan Kim
Issue Date:July 2002
pp. 581
This paper introduces a new kind of mosaic, called Jigsaw Image Mosaic (JIM), where image tiles of arbitrary shape are used to compose the final picture. The generation of a Jigsaw Image Mosaic is a solution to the following problem: given an arbitrarily-s...
     
A user interface for interactive cinematic shadow design
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Donald P. Greenberg, Fabio Pellacini, Parag Tole
Issue Date:July 2002
pp. 581
Placing shadows is difficult task since shadows depend on the relative positions of lights and objects in an unintuitive manner. To simplify the task of the modeler, we present a user interface for designing shadows in 3d environments. In our interface, sh...
     
Interactive global illumination in dynamic scenes
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Bruce Walter, Donald P. Greenberg, Fabio Pellacini, Parag Tole
Issue Date:July 2002
pp. 581
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer. The Shading Cache is...
     
Perceptually-driven decision theory for interactive realistic rendering
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, James A. Ferwerda, Reynald Dumont
Issue Date:January 1991
pp. 152-181
In this paper we introduce a new approach to realistic rendering at interactive rates on commodity graphics hardware. The approach uses efficient perceptual metrics within a decision theoretic framework to optimally order rendering operations, producing im...
     
Jigsaw image mosaics
Found in: ACM Transactions on Graphics (TOG)
By Fabio Pellacini, Junhwan Kim
Issue Date:January 1991
pp. 230-230
This paper introduces a new kind of mosaic, called Jigsaw Image Mosaic (JIM), where image tiles of arbitrary shape are used to compose the final picture. The generation of a Jigsaw Image Mosaic is a solution to the following problem: given an arbitrarily-s...
     
A user interface for interactive cinematic shadow design
Found in: ACM Transactions on Graphics (TOG)
By Donald P. Greenberg, Fabio Pellacini, Parag Tole
Issue Date:January 1991
pp. 230-230
Placing shadows is difficult task since shadows depend on the relative positions of lights and objects in an unintuitive manner. To simplify the task of the modeler, we present a user interface for designing shadows in 3d environments. In our interface, sh...
     
Interactive global illumination in dynamic scenes
Found in: ACM Transactions on Graphics (TOG)
By Bruce Walter, Donald P. Greenberg, Fabio Pellacini, Parag Tole
Issue Date:January 1991
pp. 230-230
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer. The Shading Cache is...
     
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