PROBLEM BEING ADDRESSED:
Computer-generated imagery is now ubiquitous in our society, spanning fields such as games and movies, architecture, engineering, or virtual prototyping, while also helping create novel ones such as computational
materials. With the increase in computational power and the improvement of acquisition techniques, there has been a paradigm shift in the field towards data-driven techniques, which has yielded an unprecedented
level of realism in visual appearance. Unfortunately, this leads to a series of problems: First, there is a disconnect between the mathematical representation of the data and any meaningful parameters that humans understand; in other words, the captured data is machine-friendly, but not human friendly. Second, the many different acquisition systems lead to heterogeneous formats and very large datasets. And third, real-world appearance functions are usually nonlinear and high-dimensional. As a result, visual appearance datasets are increasingly unfit to editing operations, which limits the creative process for scientists, engineers, artists and practitioners in general. There is an immense gap between the complexity, realism and richness of the captured data, and the flexibility to edit such data.
IMPORTANCE FOR SOCIETY:
Simulation and editing of visual appearance is a core area in the scientific field of computer graphics, involving aspects of computer science, mathematics or physics. It is not only a fundamental aspect of digital
content creation, but an inherent part of our lives as well: Our society depends on computer-generated imagery for entertainment, education, culture, medical imaging, architecture... while many industrial processes including manufacturing, engineering or virtual prototyping depend on correct simulations to convey the desired visual information. Moreover, developing proper design and editing algorithms for visual appearance is also a key feature for the success of novel fields at the interface between engineering, physics and graphics, such as computational materials or fabrication. However, editing the visual appearance of computer generated objects is a challenging goal.
OVERALL OBJECTIVES:
1. To develop human-friendly parameter spaces for material modeling and editing, which hide the complexity of their underlying mathematical representations
2. To develop predictable editing algorithms based on such parameter spaces, so the user can use high-level commands such as "make this a bit more papery, and a tad less shiny"
3. To develop interactive feedback and efficient simulations