Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th 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
Radioptimization: goal based rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Object shape and reflectance modeling from observation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Design galleries: a general approach to setting parameters for computer graphics and animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th 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
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A signal-processing framework for inverse rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
A user interface for interactive cinematic shadow design
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Maximum entropy light source placement
Proceedings of the conference on Visualization '02
Partitioning 3D Surface Meshes Using Watershed Segmentation
IEEE Transactions on Visualization and Computer Graphics
Unwrapping and Visualizing Cuneiform Tablets
IEEE Computer Graphics and Applications
The lit sphere: a model for capturing NPR shading from art
GRIN'01 No description on Graphics interface 2001
Estimating the tensor of curvature of a surface from a polyhedral approximation
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Conveying Shape and Features with Image-Based Relighting
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
LightKit: A lighting system for effective visualization
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Lighting design: a goal based approach using optimisation
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
ACM SIGGRAPH 2005 Papers
IEEE Transactions on Visualization and Computer Graphics
Interactive cutaway illustrations of complex 3D models
ACM SIGGRAPH 2007 papers
IEEE Transactions on Visualization and Computer Graphics
Crayon lighting: sketch-guided illumination of models
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Digital inspection: an interactive stage for viewing surface details
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Lighting-by-Example with Wavelets
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Toward evaluating lighting design interface paradigms for novice users
ACM SIGGRAPH 2009 papers
DECHO—a framework for the digital exploration of cultural heritage objects
Journal on Computing and Cultural Heritage (JOCCH)
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We introduce Light Collages 驴 a lighting design system for effective visualization based on principles of human perception. Artists and illustrators enhance perception of features with lighting that is locally consistent and globally inconsistent. Inspired by these techniques, we design the placement of light sources to convey a greater sense of realism and better perception of shape with globally inconsistent lighting. Our algorithm segments the objects into local surface patches and uses a number of perceptual heuristics, such as highlights, shadows, and silhouettes, to enhance the perception of shape. We show our results on scientific and sculptured datasets.