Material and Texture Models



Abstact

 
Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances in computer vision tracking and interactive rendering now makes it possible to design materials in augmented reality (AR), rather than purely virtual synthetic, environments. However, how designing in an AR environment affects user behavior is unknown. To evaluate how work in a real environment influences the material design process, we propose a novel material design interface that allows designers to interact with a tangible object as they specify appearance properties. The setup gives designers the opportunity to view the real-time rendering of appearance properties through a virtual reality setup as they manipulate the object. Our setup uses a camera to capture the physical surroundings of the designer to create subtle but realistic reflection effects on the virtual view superimposed on the tangible object. The effects are based on the physical lighting conditions of the actual design space. We describe a user study that compares the efficacy of our method to that of a traditional 3D virtual synthetic material design system. Both subjective feedback and quantitative analysis from our study suggest that the in-situ experience provided by our setup allows the creation of higher quality material properties and supports the sense of interaction and immersion.



We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not
exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the
geometric shapes. We collect crowdsourced data where humans rank their perception of the softness of vertex pairs on virtual 3D
models. We then compute shape descriptors and use a learning-torank approach to learn a softness measure mapping any vertex to
a softness value. Finally, we demonstrate the accuracy and robustness of our framework with a user study and a variety of 3D shapes,
and show an application of fabricating virtual 3D objects.


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Graphics Group at SIGGRAPH 2016

The  Graphics Group will have two papers at SIGGRAPH 2016 —
Multi-Scale Label-Map Extraction for Texture Synthesis  and Tactile Mesh Saliency. SIGGRAPH will be held July 24-28, 2016 in Anaheim California. We will also have a paper at the ACM Symposium on Applied Perception, held just before the main SIGGRAPH conference.