A study on digital painting by using BRDF
Project/Area Number |
15604008
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
表象芸術
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Research Institution | Japan Advanced Institute of Science and Technology |
Principal Investigator |
MIYATA Kazunori Japan Advanced Institute of Science and Technology, Center for Knowledge Science, Professor, 知識科学教育研究センター, 教授 (00308355)
|
Co-Investigator(Kenkyū-buntansha) |
HORIGUCHI Susumu Tohoku University, Graduate School of Information Science, Professor, 大学院・情報科学研究科, 教授 (60143012)
OOBUCHI Ryutarou Yamanashi University, Dept.of Engineering, Associate Professor, 工学部, 助教授 (80313782)
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Project Period (FY) |
2003 – 2004
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Project Status |
Completed (Fiscal Year 2004)
|
Budget Amount *help |
¥3,600,000 (Direct Cost: ¥3,600,000)
Fiscal Year 2004: ¥900,000 (Direct Cost: ¥900,000)
Fiscal Year 2003: ¥2,700,000 (Direct Cost: ¥2,700,000)
|
Keywords | BRDF / Digital Painting / Artistic Expression / Computer Graphics / Surface Attributes |
Research Abstract |
(1)Real-time pigment mixture simulation for digital painting We propose a pigment mixing model by using the reflectivities of pigments which are obtained by a spectrum measuring instrument. With our model, it is possible to generate adequate color mixtures that are impossible to make in previous model. We propose a pigment mixing model by means of a concept of a basic subtractive color mixing, the Kubelka-Munk's theory, and the Duncan's theory. We also propose an interactive painting tool as an application of our digital pigment model. By combining the result of (2), we can implement an interactive creation platform for digital art. (2)Interactive digital image viewing and editing platform An interactive image viewer, "ViewFrame2", by means of image-based face detector without marker is proposed. A window in a room is replaced with a LCD or another flat screen, and this system displays view-depended CGI scenery that would be seen from an observer. This system is required to react to user's action in real time ; therefore the image processing is implemented by means of pixel-shader functions for GPU to accelerate the process. This system makes it possible to recognize the depth of image and three-dimensional shapes easily by natural man-machine interaction. We also propose a technique that "Where the light shines on is where effect is applied". By means of shine the light on the ex gratia area of a screen, or make a shadow by contraries, users can select the area dynamically where the image is processed. Therefore, users can expose the screen at the same time, or expose only narrow area to process at fine level.
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Report
(3 results)
Research Products
(31 results)