Radioptimization: goal based rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Inverse global illumination: recovering reflectance models of real scenes from photographs
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Mean Shift: A Robust Approach Toward Feature Space Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Maximum entropy light source placement
Proceedings of the conference on Visualization '02
Sketching Shadows and Highlights to Position Lights
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Creating Emotion in Games: The Art and Craft of Emotioneering
Creating Emotion in Games: The Art and Craft of Emotioneering
Automating Lighting Design for Interactive Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Digital Lighting and Rendering (2nd Edition)
Digital Lighting and Rendering (2nd Edition)
LightKit: A lighting system for effective visualization
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
GPU Gems 3
IEEE Transactions on Image Processing
Lighting design: a goal based approach using optimisation
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Hi-index | 0.02 |
Filmmakers, theater directors, and designers take extreme care in aesthetically composing their scenes. This sense of aesthetics is important to promote presence, immersion, and involvement. Video games have adopted many design theories and techniques from linear media, particularly film. However, interactive environments are dynamic and unpredictable, and thus require the development of theories, techniques, and tools specific to their interactive nature. In this paper, we present a lighting design tool that algorithmically adapts lighting to user interaction within game environments at runtime. Previous work includes our work on the Expressive Lighting Engine (ELE), which uses intelligent algorithms to adapt lighting in real-time accounting for variation in context, narrative, and intended artistic effects defined through numerical constraints. We encoded cinematic lighting techniques within ELE as mathematical formulae that guide the system's choices in terms of lighting to achieve artistic constraints while maintaining visual continuity. The work presented in this paper expands this work in several directions. First, ELE did not take objects' or scenes' materials into consideration. This is important since the appearance of objects under lighting conditions depends on their materials. Second, using numerical constraints as a method by which designers encode their artistic intention for lighting proved to be unintuitive. Thus, we present a prototype that builds on ELE and focuses on exploring solutions to resolve these problems.