Transparency reduces prey detectability by predators and occurs in diverse aquatic and terrestrial organisms. Previous studies have shown that in open waters, transparency level decreases as depth increases, suggesting that intermediate transparency may be more protective in dimmer conditions, an untested prediction. Another widespread camouflage strategy is background matching: background-matching specialists are better protected than generalists on their specific background, but this creates stronger background dependency. This raises the question of whether transparency could outperform background matching, thereby reducing background dependency. In a citizen-science computer-based predation experiment, we asked human participants to locate a butterfly in different backgrounds (vegetation, soil, trunk). We manipulated butterfly coloration (uniform coloration specialist or generalist), transparency level (opaque, semi-opaque, transparent), background lightness, apparent butterfly size and distance to the predator's attention point to test their effect on protection. We found that intermediate transparency protects better in dimmer conditions, as predicted. Butterflies appearing smaller (in size or viewed from a greater distance), or creating stronger edge disruption were better protected, particularly when transparent. Butterflies closer to the attention point or on less complex backgrounds were less protected, unless more transparent. Finally, transparency outperformed specialist and generalist uniform coloration, suggesting transparency can free prey from background dependency.
Physically based shading has transformed the way we approach production rendering and simplified the lives of artists in the process. By employing shading models that adhere to physical principles, one can readily create high quality, realistic materials that maintain their appearance under a variety of lighting environments, in contrast to the ad hoc models of yore. However, physically based shading is not a solved problem, and thus the aim of this course is to share the latest theory as well as lessons from production.
Representing 3D motion and depth through 2D animated drawings is a notoriously difficult task, requiring time and expertise when done by hand. Artists must pay particular attention to occlusions and how they evolve through time, a tedious process. Computer-assisted inbetweening methods such as cut-out animation tools allow for such occlusions to be handled beforehand using a 2D rig, at the expense of flexibility and artistic expression.In this work, we extend the more flexible 2D animation framework of Even et al., (2023) to handle occlusions. We do so by retaining three key properties of their system that are crucial to speed-up the animation process: input rough drawings, real-time preview, and non-linear animation editing. Our contribution is two-fold: a fast method to compute 2D masks from rough drawings with a semi-automatic dynamic layout system for occlusions between drawing parts; and a method to both automatically and manually control the dynamic visibility of strokes for self-occlusions. Such controls are not available in any traditional 2D animation software especially with rough drawings. Our system helps artists produce convincing 3D-like 2D animations, including head turns, foreshortening effects, out-of-plane rotations, overlapping volumes and even transparency.
Importance sampling of visible normal distribution functions (vNDF) is a required ingredient for the efficient rendering of microfacet-based materials. In this paper, we explain how to sample the vNDF for the micrograin material model [LRPB23], which has been recently improved to handle height-normal correlations through a new Geometric Attenuation Factor (GAF) [LRPB24], leading to a stronger impact on appearance compared to the earlier Smith approximation. To this end, we make two contributions: we derive analytic expressions for the marginal and conditional cumulative distribution functions (CDFs) of the vNDF; we provide efficient methods for inverting these CDFs based respectively on a 2D lookup table and on the triangle-cut method [Hei20].
Smearing is an essential effect to expressively convey motion in stylized animations. In this paper, we extend the method of Basset et al. [2024] to better emphasize the main motion's trajectory of an object when generating elongated in-betweens, i.e., when stretching a 3D object along its trajectory to cover adjacent frames. This limits visual artifacts such as intersections that typically occur when trajectories self-overlap due to local rotations or abrupt changes of direction (trajectories with high curvatures or even discontinuities at contacts). We address these cases with minor computational and memory overheads, and offer enhanced impact expressiveness by combining smear and squash-and-stretch effects at collisions.
Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
La compréhension des effets visuels créés par des nanostructures repose aujourd’hui largement sur des concepts acquis en optique des milieux stratifiés, périodiques et nano-objets résonants, négligeant souvent les irrégularités et les imperfections. En combinant modèles électromagnétiques et synthèse d’images, nous montrons ici que le désordre structurel est essentiel à l’apparence visuelle d’un objet et que son ingénierie ouvre de nouvelles possibilités en termes de conception d’apparence.
Smear frames are routinely used by artists for the expressive depiction of motion in animations. In this paper, we present an automatic, yet art-directable method for the generation of smear frames in 3D, with a focus on elongated in-betweens where an object is stretched along its trajectory. It takes as input a key-framed animation of a 3D mesh, and outputs a deformed version of this mesh for each frame of the animation, while providing for artistic refinement at the end of the animation process and prior to rendering. Our approach works in two steps. We first compute spatially and temporally coherent motion offsets that describe to which extent parts of the input mesh should be leading in front or trailing behind. We then describe a framework to stylize these motion offsets in order to produce elongated in-betweens at interactive rates, which we extend to the other two common smear frame effects: multiple in-betweens and motion lines. Novice users may rely on preset stylization functions for fast and easy prototyping, while more complex custom-made stylization functions may be designed by experienced artists through our geometry node implementation in Blender.
We introduce an improved version of the micrograin BSDF model [Lucas et al. 2023] for the rendering of anisotropic porous layers. Our approach leverages the properties of micrograins to take into account the correlation between their height and normal, as well as the correlation between the light and view directions. This allows us to derive an exact analytical expression for the Geometrical Attenuation Factor (GAF), summarizing shadowing and masking inside the porous layer. This fully-correlated GAF is then used to define appropriate mixing weights to blend the BSDFs of the porous and base layers. Furthermore, by generalizing the micrograins shape to anisotropy, combined with their fully-correlated GAF, our improved BSDF model produces effects specific to porous layers such as retro-reflection visible on dust layers at grazing angles or height and color correlation that can be found on rusty materials. Finally, we demonstrate very close matches between our BSDF model and light transport simulations realized with explicit instances of micrograins, thus validating our model.
We propose a method to accurately handle fluorescence in a non-spectral (e.g., tristimulus) rendering engine, showcasing color-shifting and increased luminance effects. Core to our method is a principled reduction technique that encodes the reradiation into a low-dimensional matrix working in the space of the renderer's Color Matching Functions (CMFs). Our process is independent of a specific CMF set and allows for the addition of a non-visible ultraviolet band during light transport. Our representation visually matches full spectral light transport for measured fluorescent materials even for challenging illuminants.
Many animals, plants or gems exhibit iridescent material appearance in nature. These are due to specific geometric structures at scales comparable to visible wavelengths, yielding so-called structural colors. The most vivid examples are due to photonic crystals, where a same structure is repeated in one, two or three dimensions, augmenting the magnitude and complexity of interference effects. In this paper, we study the appearance of 1D photonic crystals (repetitive pairs of thin films), also called Bragg mirrors. Previous work has considered the effect of multiple thin films using the classical transfer matrix approach, which increases in complexity when the number of repetitions increases. Our first contribution is to introduce a more efficient closed-form reflectance formula [Yeh88] for Bragg mirror reflectance to the Graphics community, as well as an approximation that lends itself to efficient spectral integration for RGB rendering. We then explore the appearance of stacks made of rough Bragg layers. Here our contribution is to show that they may lead to a ballistic transmission, significantly speeding up position-free rendering and leading to an efficient single-reflection BRDF model.
In traditional 2D animation, sketches drawn at distant keyframes are used to design motion, yet it would be far too labor-intensive to draw all the inbetween frames to fully visualize that motion. We propose a novel efficient interpolation algorithm that generates these intermediate frames in the artist's drawing style. Starting from a set of registered rough vector drawings, we first generate a large number of candidate strokes during a pre-process, and then, at each intermediate frame, we select the subset of those that appropriately conveys the underlying interpolated motion, interpolates the stroke distributions of the key drawings, and introduces a minimum amount of temporal artifacts. In addition, we propose quantitative error metrics to objectively evaluate different stroke selection strategies. We demonstrate the potential of our method on various animations and drawing styles, and show its superiority over competing raster- and vector-based methods.
Recognizing materials and their properties visually is vital for successful interactions with our environment, from avoiding slippery floors to handling fragile objects. Yet there is no simple mapping of retinal image intensities to physical properties. Here, we investigated what image information drives material perception by collecting human psychophysical judgements about complex glossy objects. Variations in specular image structure—produced either by manipulating reflectance properties or visual features directly—caused categorical shifts in material appearance, suggesting that specular reflections provide diagnostic information about a wide range of material classes. Perceived material category appeared to mediate cues for surface gloss, providing evidence against a purely feedforward view of neural processing. Our results suggest that the image structure that triggers our perception of surface gloss plays a direct role in visual categorization, and that the perception and neural processing of stimulus properties should be studied in the context of recognition, not in isolation.
We introduce a new BSDF model for the rendering of porous layers, as found on surfaces covered by dust, rust, dirt, or sprayed paint. Our approach is based on a distribution of elliptical opaque micrograins, extending the Trowbridge-Reitz (GGX) distribution [Trowbridge and Reitz 1975; Walter et al. 2007] to handle pores (i.e., spaces between micrograins). We use distance field statistics to derive the corresponding Normal Distribution Function (NDF) and Geometric Attenuation Factor (GAF), as well as a view- and light-dependent filling factor to blend between the porous and base layers. All the derived terms show excellent agreement when compared against numerical simulations. Our approach has several advantages compared to previous work [d'Eon et al. 2023; Merillou et al. 2000; Wang et al. 2022]. First, it decouples structural and reflectance parameters, leading to an analytical single-scattering formula regardless of the choice of micrograin reflectance. Second, we show that the classical texture maps (albedo, roughness, etc) used for spatially-varying material parameters are easily retargeted to work with our model. Finally, the BRDF parameters of our model behave linearly, granting direct multi-scale rendering using classical mip mapping.
Spectral rendering is essential for the production of physically-plausible synthetic images, but requires to introduce several changes in the content generation pipeline. In particular, the authoring of spectral material properties (e.g., albedo maps, indices of refraction, transmittance coefficients) raises new problems. While a large panel of computer graphics methods exists to upsample a RGB color to a spectrum, they all provide a one-to-one mapping. This limits the ability to control interesting color changes such as the Usambara effect or metameric spectra. In this work, we introduce a one-to-many mapping in which we show how we can explore the set of all spectra reproducing a given input color. We apply this method to different colour changing effects such as vathochromism - the change of color with depth, and metamerism.
Integrating microorganisms into artefacts is a growing area of interest for HCI designers. However, the time, resources, and knowledge required to understand complex microbial behaviour limits designers from creatively exploring temporal expressions in living artefacts, i.e., living aesthetics. Bridging biodesign and computer graphics, we developed FlavoMetrics, an interactive digital tool that supports biodesigners in exploring Flavobacteria's living aesthetics. This open-source tool enables designers to virtually inoculate bacteria and manipulate stimuli to tune Flavobacteria's living colour in a digital environment. Six biodesigners evaluated the tool and reflected on its implications for their practices, for example, in (1) understanding spatio-temporal qualities of microorganisms beyond 2D, (2) biodesign education, and (3) the experience prototyping of living artefacts. With FlavoMetrics, we hope to inspire novel HCI tools for accessible and time- and resource-efficient biodesign as well as for better alignment with divergent microbial temporalities in living with living artefacts.
Traditional 2D animation requires time and dedication since tens of thousands of frames need to be drawn by hand for a typical production. Many computer-assisted methods have been proposed to automatize the generation of inbetween frames from a set of clean line drawings, but they are all limited by a rigid workflow and a lack of artistic controls, which is in the most part due to the one-to-one stroke matching and interpolation problems they attempt to solve. In this work, we take a novel view on those problems by focusing on an earlier phase of the animation process that uses rough drawings (i.e., sketches). Our key idea is to recast the matching and interpolation problems so that they apply to transient embeddings, which are groups of strokes that only exist for a few keyframes. A transient embedding carries strokes between keyframes both forward and backward in time through a sequence of transformed lattices. Forward and backward strokes are then cross-faded using their thickness to yield rough inbetweens. With our approach, complex topological changes may be introduced while preserving visual motion continuity. As demonstrated on state-of-the-art 2D animation exercises, our system provides unprecedented artistic control through the non-linear exploration of movements and dynamics in real-time.
Xavier Granier合作论文数20