| Peer-Reviewed

Example Based Light Sources Generation Method for 3D Scenes

Received: 16 September 2018    Accepted:     Published: 18 September 2018
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Abstract

Lighting design is very important to improve rendering quality for some 3D scenes that are used in the VR applications with night simulation. Determining the properties of the light sources requires a large amount of artwork, especially when the number of lights is large. Most virtual scenes always have some geometric objects with similar structures and shapes. Based on this observation, this paper proposes an example based light source generation method by using local geometric similarity. An example model decorated with light source and a target model are input to this method. First this paper segments both model into parts with SDF segmentation algorithm, and find matched parts between the example model to the target. Then two methods are applied to transfer the light sources decorated on the parts of the example model to the corresponding parts of the target model. Minimum spanning tree based light transfer method is used to generated light sources for target parts with the same pattern as lights layout on its corresponding parts from the example model. While texture synthesis based method tiles the light texture generated from the example parts on the surface of the target parts. At last, the position and colors of the light sources are refined. The results demonstrated that this method can quickly and effectively edit light sources for large-scale scenes, reduce the amount of art work and achieve good visual effects.

Published in International Journal of Information and Communication Sciences (Volume 3, Issue 2)
DOI 10.11648/j.ijics.20180302.14
Page(s) 42-49
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Light Sources Generation, Texture Synthesis, Minimum Spanning Tree, Voxelization

References
[1] Okabe M, Matsushita Y, Shen L, et al. Illumination Brush: Interactive Design of All-Frequency Lighting[C]// Computer Graphics and Applications, 2007. PG '07. Pacific Conference on. IEEE, 2007:171-180.
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[3] Pellacini F, Battaglia F, Morley R K, et al. Lighting with paint [J]. Acm Transactions on Graphics, 2007, 26(2):9.
[4] Schwarz M, Wonka P. Procedural Design of Exterior Lighting for Buildings with Complex Constraints [M]. ACM, 2014.
[5] Lin W C, Huang T S, Ho T C, et al. Interactive lighting design with hierarchical light representation [J]. Computer Graphics Forum, 2013, 32(4):133-142.
[6] Lai Y K, Hu S M, Martin R R, et al. Fast mesh segmentation using random walks[C]// ACM Symposium on Solid and Physical Modeling. ACM, 2008:183-191.
[7] Kalogerakis E, Hertzmann A, Singh K. Learning 3D mesh segmentation and labeling[C]// ACM SIGGRAPH. ACM, 2010:102.
[8] Shapira L, Shamir A, Cohen-Or D. Consistent mesh partitioning and skeletonisation using the shape diameter function [J]. Visual Computer, 2008, 24(4):249.
[9] Chen D, Tian X, Shen Y, et al. On Visual Similarity Based 3D Model Retrieval [J]. Computer Graphics Forum, 2010, 22(3):223-232.
[10] Pantaleoni J. VoxelPipe:a programmable pipeline for 3D voxelization [C]// ACM Siggraph/eurographics Conference on High PERFORMANCE Graphics 2011, Vancouver, Canada, August. DBLP, 2011:99-106.
[11] Petersen P. Riemannian Geometry [M]. Science Press, 2007.
[12] Crane K, Weischedel C, Wardetzky M. Geodesics in heat: A new approach to computing distance based on heat flow [J]. Acm Transactions on Graphics, 2013, 32(5):13-15.
[13] Hoppe H. Appearance-space texture synthesis [J]. Acm Transactions on Graphics, 2016, 25(3):541-548.
[14] Han C, Risser E, Ramamoorthi R, et al. Multiscale texture synthesis [J]. Acm Transactions on Graphics, 2008, 27(3):1-8.
[15] Chen X, Funkhouser T, Goldman D B, et al. Non-parametric texture transfer using meshmatch [R]. Adobe Technical Report, 2012.
Cite This Article
  • APA Style

    Linyi Hu, Zhihong Wang. (2018). Example Based Light Sources Generation Method for 3D Scenes. International Journal of Information and Communication Sciences, 3(2), 42-49. https://doi.org/10.11648/j.ijics.20180302.14

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    ACS Style

    Linyi Hu; Zhihong Wang. Example Based Light Sources Generation Method for 3D Scenes. Int. J. Inf. Commun. Sci. 2018, 3(2), 42-49. doi: 10.11648/j.ijics.20180302.14

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    AMA Style

    Linyi Hu, Zhihong Wang. Example Based Light Sources Generation Method for 3D Scenes. Int J Inf Commun Sci. 2018;3(2):42-49. doi: 10.11648/j.ijics.20180302.14

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  • @article{10.11648/j.ijics.20180302.14,
      author = {Linyi Hu and Zhihong Wang},
      title = {Example Based Light Sources Generation Method for 3D Scenes},
      journal = {International Journal of Information and Communication Sciences},
      volume = {3},
      number = {2},
      pages = {42-49},
      doi = {10.11648/j.ijics.20180302.14},
      url = {https://doi.org/10.11648/j.ijics.20180302.14},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijics.20180302.14},
      abstract = {Lighting design is very important to improve rendering quality for some 3D scenes that are used in the VR applications with night simulation. Determining the properties of the light sources requires a large amount of artwork, especially when the number of lights is large. Most virtual scenes always have some geometric objects with similar structures and shapes. Based on this observation, this paper proposes an example based light source generation method by using local geometric similarity. An example model decorated with light source and a target model are input to this method. First this paper segments both model into parts with SDF segmentation algorithm, and find matched parts between the example model to the target. Then two methods are applied to transfer the light sources decorated on the parts of the example model to the corresponding parts of the target model. Minimum spanning tree based light transfer method is used to generated light sources for target parts with the same pattern as lights layout on its corresponding parts from the example model. While texture synthesis based method tiles the light texture generated from the example parts on the surface of the target parts. At last, the position and colors of the light sources are refined. The results demonstrated that this method can quickly and effectively edit light sources for large-scale scenes, reduce the amount of art work and achieve good visual effects.},
     year = {2018}
    }
    

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  • TY  - JOUR
    T1  - Example Based Light Sources Generation Method for 3D Scenes
    AU  - Linyi Hu
    AU  - Zhihong Wang
    Y1  - 2018/09/18
    PY  - 2018
    N1  - https://doi.org/10.11648/j.ijics.20180302.14
    DO  - 10.11648/j.ijics.20180302.14
    T2  - International Journal of Information and Communication Sciences
    JF  - International Journal of Information and Communication Sciences
    JO  - International Journal of Information and Communication Sciences
    SP  - 42
    EP  - 49
    PB  - Science Publishing Group
    SN  - 2575-1719
    UR  - https://doi.org/10.11648/j.ijics.20180302.14
    AB  - Lighting design is very important to improve rendering quality for some 3D scenes that are used in the VR applications with night simulation. Determining the properties of the light sources requires a large amount of artwork, especially when the number of lights is large. Most virtual scenes always have some geometric objects with similar structures and shapes. Based on this observation, this paper proposes an example based light source generation method by using local geometric similarity. An example model decorated with light source and a target model are input to this method. First this paper segments both model into parts with SDF segmentation algorithm, and find matched parts between the example model to the target. Then two methods are applied to transfer the light sources decorated on the parts of the example model to the corresponding parts of the target model. Minimum spanning tree based light transfer method is used to generated light sources for target parts with the same pattern as lights layout on its corresponding parts from the example model. While texture synthesis based method tiles the light texture generated from the example parts on the surface of the target parts. At last, the position and colors of the light sources are refined. The results demonstrated that this method can quickly and effectively edit light sources for large-scale scenes, reduce the amount of art work and achieve good visual effects.
    VL  - 3
    IS  - 2
    ER  - 

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Author Information
  • State Key Labortory of Virtual Reality Technology and Systems, Beihang University, Beijing, China

  • State Key Labortory of Virtual Reality Technology and Systems, Beihang University, Beijing, China

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