Browsing by Author "Christie, Marc"
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Item Directing the Photography: Combining Cinematic Rules, Indirect Light Controls and Lighting-by-Example(The Eurographics Association and John Wiley & Sons Ltd., 2018) Galvane, Quentin; Lino, Christophe; Christie, Marc; Cozot, Rémi; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesThe placement of lights in a 3D scene is a technical and artistic task that requires time and trained skills. Most 3D modelling tools only provide a direct control of light sources, through the manipulation of parameters such as size, location, flux (the perceived power of light) or opening angle (the light frustum). Approaches have been relying on automated or semi-automated techniques to relieve users from such low-level manipulations at the expense of an important computational cost. In this paper, guided by discussions with experts in scene and object lighting, we propose an indirect control of area light sources. We first formalize the classical 3-point lighting design principle (key-light, fill-lights and back/rim-lights) in a parametric model. Given a key-light placed in the scene, we then provide a computational approach to (i) automatically compute the position and size of fill-lights and back/rim-lights by analyzing the geometry of 3D character, and (ii) automatically compute the flux and size of key, fill and back/rim lights, given a sample reference image in a computationally efficient way. Results demonstrate the benefits of the approach on the quick lighting of 3D characters, and further demonstrate the feasibility of interactive control of multiple lights through image features.Item Real-time Anticipation of Occlusions for Automated Camera Control in Toric Space(The Eurographics Association and John Wiley & Sons Ltd., 2020) Burg, Ludovic; Lino, Christophe; Christie, Marc; Panozzo, Daniele and Assarsson, UlfEfficient visibility computation is a prominent requirement when designing automated camera control techniques for dynamic 3D environments; computer games, interactive storytelling or 3D media applications all need to track 3D entities while ensuring their visibility and delivering a smooth cinematic experience. Addressing this problem requires to sample a large set of potential camera positions and estimate visibility for each of them, which in practice is intractable despite the efficiency of ray-casting techniques on recent platforms. In this work, we introduce a novel GPU-rendering technique to efficiently compute occlusions of tracked targets in Toric Space coordinates - a parametric space designed for cinematic camera control. We then rely on this occlusion evaluation to derive an anticipation map predicting occlusions for a continuous set of cameras over a user-defined time window. We finally design a camera motion strategy exploiting this anticipation map to minimize the occlusions of tracked entities over time. The key features of our approach are demonstrated through comparison with traditionally used ray-casting on benchmark scenes, and through an integration in multiple game-like 3D scenes with heavy, sparse and dense occluders.Item WICED 2020: Frontmatter(The Eurographics Association, 2020) Christie, Marc; Wu, Hui-Yin; Li, Tsai-Yen; Gandhi, Vineet; Christie, Marc and Wu, Hui-Yin and Li, Tsai-Yen and Gandhi, Vineet