Design and simulation of opera lighting and projection effects
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Lights from highlights and shadows
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Lighting controls for computer cinematography
Journal of Graphics Tools
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
A fast relighting engine for interactive cinematic lighting design
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Use of the Hough transformation to detect lines and curves in pictures
Communications of the ACM
Multiple Illuminant Direction Detection with Application to Image Synthesis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real-Time Rendering
A user interface for interactive cinematic shadow design
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part III
Estimation of multiple directional light sources for synthesis of augmented reality images
Graphical Models - Special issue on Pacific graphics 2002
Multiple-cue Illumination Estimation in Textured Scenes
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Hi-index | 0.00 |
The paper presents an efficient way of designing lighting setup for rendering 3D face model. Specifically, we focus on obtaining lighting direction for Rembrandt lighting. A Rembrandt patch is a triangle defined as the bright region surrounded by self and cast shadows on a check area, and we use the self- and cast-shadow curves for computing the direction of main lighting. A user graphically specifies a Rembrandt patch on a 3D model. From the user input, lighting directions are estimated from the cast- and self-shadow geometry on a 3D face model. The final lighting direction is decided among the candidates predicted by the self and cast shadows. The presented method lets a user interactively design and achieve Rembrandt lighting by alleviating repetitive manual search for the light direction by trial and error. Experimental results show the effectiveness of the presented method. It suggests appropriate Rembrandt lighting directions quickly and easily.