Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Illumination in diverse codimensions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A model of visual masking for computer graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An interactive fur modeling technique
Proceedings of the conference on Graphics interface '97
IEEE Transactions on Pattern Analysis and Machine Intelligence
International Journal of Computer Vision
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Image-based modeling and photo editing
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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ACM SIGGRAPH 2003 Papers
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ACM SIGGRAPH 2003 Papers
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ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
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ACM SIGGRAPH 2004 Papers
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ACM SIGGRAPH 2004 Papers
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ACM SIGGRAPH 2004 Papers
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ACM SIGGRAPH 2005 Papers
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GI '05 Proceedings of Graphics Interface 2005
ACM SIGGRAPH 2006 Papers
Visual equivalence: towards a new standard for image fidelity
ACM SIGGRAPH 2007 papers
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
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We demonstrate the feasibility of rendering fur directly into existing images, without the need to either painstakingly paint over all pixels, or to supply 3D geometry and lighting. We add fur to objects depicted in images by first estimating depth and lighting information and then re-rendering the resulting 2.5D geometry with fur. A brush-based interface is provided, allowing the user to control the positioning and appearance of fur, while all the interaction takes place in a 2D pipeline. The novelty of this approach lies in the fact that a complex, high-level image edit such as the addition of fur can yield perceptually plausible results, even in the presence of imperfect depth or lighting information.