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SHADING-BASED SURFACE EDITING

Y.I. Gingold D. Zorin New York University

Lecturer : Peter Hähnel / CV 177190 / peter@oneder.de


.Content

1. Introduction
2. Approach / Problems
3. Stroke -Types & -Attributes
4. Realization
5. Conclusion
6. References

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.Introduction What is Shading-Based Surface Editing ?

sketch-based interactive
modeling technique

manipulation of 3D mesh
using a 2D interface

obtain new 3D model by


shading over an existing one

use of free-form strokes

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.Introduction Related Work .

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.Introduction Why not simply use ZBrush or a similiar tool ?

ZBrush and similiar tools directly modify surface geometry


(which indirectly affects appearance)

Shading-Based technique modifies appearance


(which indirectly affects geometry)

sculpting SBSE
(local) (global)

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.Introduction Why not simply use ZBrush or a similiar tool ?

ZBrush sculptors most likely won't achieve good results


working on real clay model

2D artist (familiar with sketching and shading) will easily be able to


use this technique to work on 3D models

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.Introduction

Interaction sessions
were recorded on
MacBook Pro with
2GHz Intel CoreDuo
processor

One core is used for


whole computation
.Approach / Problems What are the requirements ?

stability / predictability

detail preservation

possibilty to margin area that is modified

surface updates at interactive rates

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.Approach / Problems

Stability: some types of small shading modifications lead


to large, unintuitve model changes
instability near highlights
highlights are local maxima in shading
darkening stroke cannot be applied here
would lead to undesirable surface change

before after

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.Approach / Problems

Stability: some types of small shading modifications lead


to large, unintuitve model changes
ambiguity in shape-from-shading
a hemisphere from above looks the same whether concave or convex
for stroke-based editing, slope direction ambiguity is relevant

top view side view top view side view

a) concave-convex ambiguity b) slope ambiguity

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.Approach / Problems

Details: exisiting surface detail must be preserved

a) a thick stroke with base


curve constraints only, and

b) the same stroke without


constraints on normals
a) b)

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.Approach / Problems

Details: formation of artifacts


may not be possible to reprodruce stroke on surface exactly
especially low softness- or thin strokes onto coarse mesh

nonadaptive

stroke adaptive

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.Approach / Problems

ROI: Region Of Interest


surface outside modified area must remain unchanged
+
smooth transition between modified area & rest of surface

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.Approach / Problems How can we meet those demands ?

use of stroke-based user-interface tools


retain intuitive feeling of 2D drawing and paint brushes
image changes that lead to unexpected & discontinous
surface changes are not possible

treat surface change as constrainted change in shading defined


by strokes + weighted detail-preserving functional

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.Stroke Types & Attributes

Stroke Attributes
Width w

- controls size of brush

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.Stroke Types & Attributes

Stroke Attributes
Opacity α

- determines intensity
of shading change

opacity 1 opacity 0.1

Softness f
- determines sharpness
of transition between
modified & unmodified area

softness 0 softness 0.7

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.Stroke Types & Attributes

shading stroke
change shading primarily away from highlights
control over surface tilt ambiguity
(stroke with less change on the surface chosen by default)

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.Stroke Types & Attributes

silhouette stroke
add silhouette lines to the surface
width of stroke controls size of fold

highlight-moving stroke
reposition highlights and merge with other highlights

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.Realization

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.Realization How are deformations actually made?

deformation generated by strokes can be formulated as a


quadratic surface optimization problem with linear constraints

computation of weighted
detail-preserving functional

+
linear constraint defined
by chosen stroke type

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.Realization How are deformations actually made?

laplacian editing energy


weight-function g(vi ) realizes stroke smoothness
differential coordinates (Laplacian) of vi is difference of absolute
coordinates of vi and average of its neighboring vertices

Laplacian difference is a
change in normal orientation
1
scaled by mean curvature δi = L( v i ) = v i −
di

j∈ N ( i )
vj

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.Realization How are deformations actually made?

linear constraint
strokes affect vertices of edges intersecting the stroke
surface is rotated about the centerline of the stroke

+
Variable vertex weights for
brush parameters

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.Realization How are deformations actually made?

deformation energy after applying a stroke

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.Conclusion

Results

time for stroke to be applied greatly


depends on ROI setting, stroke size,
mesh size & degree of refinement

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.Conclusion

Limitations & Future Work


shading requires expertise (advantage = disadvantage?)

speed; modifications aren't local


lack of integration with sculpting tools
highlight control is limited
detail-preservation not always wanted, additional blur
attribute to blur details

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Thank you for your attention.

Questions ?

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.References

Botsch M., Sorkine O., On Linear Variational Surface Deformation Methods IEEE Transactions on
Visualization and Computer Graphics, Jan/Feb 2008
http://cs.nyu.edu/~sorkine/ProjectPages/Survey/deformation_survey.pdf

Cohen-Or D. Encoding Meshes in Differential Coordinates 2006


http://www.cs.tau.ac.il/~dcor/Graphics/pdf.slides/Differential%20Coordinates.pdf

Gingold Y., Zorin D. Shading-Based Surface Editing. In Proceedings of SIGGRAPH 2008,


Los Angeles, USA, August 2008 http://cs.nyu.edu/~gingold/shading/
Rössl C., Seidel H.-P., Lipman Y., Sorkine O., Cohen-Or D., Levin D. Differential
Coordinates for Interactive Mesh Editing 2004
http://cs.nyu.edu/~sorkine/ProjectPages/Editing/editingSMI.pdf

Sorkine O, Laplacian Mesh Processing, Eurographics 2005 State of the Art Report
http://cs.nyu.edu/~sorkine/ProjectPages/Editing/STAR68.pdf

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