Friday, September 30, 2011

Rendering Synthetic Objects into Legacy Photographs

http://www.itsartmag.com/features/syntheticobjectsinphotogrpahs/

사진속의 사물에 새로운 합성 오브젝트를 자연스럽게 합칠 수 있게 하는 새로운 기술을 개발하는 곳이 있습니다.
단일 혹은 몇 장의 이미지를 가지고서, 사진 속의 실제 빛과 자연스럽게 상호작용이 가능하도록 물체의 재질과 글로우 효과까지 흉내낼 수 있습니다.

Abstract



We propose a method to realistically insert synthetic objects into existing photographs without requiring access to the scene or any additional scene measurements. With a single image and a small amount of annotation, our method creates a physical model of the scene that is suitable for realistically rendering synthetic objects with diffuse, specular, and even glowing materials while accounting for lighting interactions between the objects and the scene. We demonstrate in a user study that synthetic images produced by our method are confusable with real scenes, even for people who believe they are good at telling the difference. Further, our study shows that our method is competitive with other insertion methods while requiring less scene information. We also collected new illumination and reflectance datasets; renderings produced by our system compare well to ground truth. Our system has applications in the movie and gaming industry, as well as home decorating and user content creation, among others.


Rendering Synthetic Objects into Legacy Photographs from Kevin Karsch on Vimeo.

Thursday, September 29, 2011

How to fix the issue that state sets don't show in the Rendering menu (Subscription Advantage Pack)



From the Subscrtiption Advantage Pack readme:

If an “out of memory” program error or other case occurs where the State Set item in the Rendering menu no longer appears after a program restart, it can only be corrected by modifying the 3dsmax.ini file. The “Initialized” item in the [StateSets] group must be set to false:
[StateSets]
Initialized=false

You can find the 3dsmax.ini file in subfolder for the release and the 32/64bit version ("2012 - 32bit" or "2012 - 64bit"):

Windows Vista and Windows 7 C:\Users\\AppData\Local\Autodesk\3dsMax\
Windows XP C:\Documents and Settings\\Local Settings\Application Data\Autodesk\3dsMax\
Replace  with your Windows login name. For 3dsMax Design go to the 3dsMaxDesign folder.

Sunday, September 11, 2011

FBX Viewer

http://fbx.clockstone.com/

무료 fbx 뷰어입니다. fbx외에도 3ds, dxf, dae, obj 등의 3d포맷도 지원된다고 합니다.


Supported 3D file types: FBX, 3DS, DXF, DAE, OBJ
Supported image file formats: BMP, DDS, EXR, GIF, HDR, IFF, JNG, JPG, JPEG-2000, PCX, PFM, PNG, Photoshop PSD, RAW, TGA, TIFF, WBMP, and others…

3D Engine Features

  • Real time shadows:
    • Coloured / transparent shadows
    • Soft shadows
    • Anti-aliased shadows
    • Numerous shadow map implementations 
      (PCF, VSM, ESM, EVSM, MEVSM, PCSS)
  • Post Render Effects
    • Depth-of-field
    • Bloom
    • Ambient occlusion


Supported FBX Properties:

  • Materials:
    • Emissive colour & value
    • Diffuse map
    • Normal / Bump map
    • Opacity map
    • Specular map
    • Reflection map (spherical)
    • Per-face sub-materials
    • 2-sided materials 
      (only with user property due to lack of FBX support)
    • Ambient map 
      (as lightmap in second UV channel)
    • Blinn lighting model 
      (diffuse colour + specularity + transparency)
    • Texture tiling / offset
  • Animation / Scene Graph:
    • Cubic Bezier
    • Euler XYZ rotations
    • Pos/Rot/Scale inheritance flags
  • Geometry:
    • Skinned meshes
    • Instanced meshes (clones)
  • Lights / Shadows
    • Spot, directional, and omni lights
    • Far attenuation 
      (required to set for shadows)
    • Linear / quadratic attenuation
    • Up to four light sources per object
  • Camera
    • Field-of-view
  • Scene
    • Environment (ambient) colour
    • Embedded texture files

Tuesday, September 6, 2011

Physically-Based Real-Time Lens Flare Rendering

http://www.mpi-inf.mpg.de/resources/lensflareRendering/


물리기반 실시간 렌즈플레어 랜더링 효과.


Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived brightness. So far, only costly offline processes allowed for convincing simulations of the complex light interactions. In this paper, we present a novel method to interactively compute physically-plausible flare renderings for photographic lenses. The underlying model covers many components that are important for realism, such as imperfections, chromatic and geometric lens aberrations, and antireflective lens coatings. Various acceleration strategies allow for a performance/quality tradeoff, making our technique applicable both in real-time applications and in high-quality production rendering. We further outline artistic extensions to our system.





Physically-Based Real-Time Lens Flare Rendering (SIGGRAPH 2011 Paper) from Matthias Hullin on Vimeo.