16. P2D display
resent
texture t u r e
T e x display
D2.5D r m a t i o n
e f o display
3D
3D display
Manipulation
Physicalization of Computer Graphics
東京大学 落合陽一 (@ochyai / Yoichi Ochiai)
31. M. Hullin et al. / State of the Art in Computational Fabrication and Display of Material Appearance
には,シーンを
ーン中の光線は,
5個のパラメー
すれば,図 1(b)
) で記述できる.
め,本研究では,
シーンを中心と
面上の1点と交
とする.ここで,
R
はこの平面上
4次元の光線空
Figure 3: A taxonomy of visual appearance representations, extended from [Fuchs 2008], [Lensch 2003], and [Rusinkiewicz and
(u , v)
Marschner 2000]: methods for fabrication of material appearance and its interactive display are tightly related to methods for
(θ , φ )
( x, y , z )
describing material appearance in computer graphics contexts, and follow the same patterns. Simplifying the material types to
( s, t )
reduce the parameter space (blue) maintains full interactivity with viewer and light, while restricting the interactions between
viewer, material, and illumination maintains a full material gamut (yellow). For reference, illumination-invariant representations
(a)
(b)
are in white.
v
v
C R = (u R , vR )
C R = (u R , vR )
u
u
DR = (θ R , φR )
DR = (θ R , φR )
C L = (u L , vL )
DL = (θ L , φL )
v
u
dimensions. Color adds an additional dimension if treated
( x, y
, z)
as( xay,separable effect in individual, z )
color channels, as is the
case with (c)
current fabrication techniques.(d)
Adding control over
light field [Levoy and Hanrahan 1996] to a 4D outgoing light
field). BSSRDF and reflectance field differ only in that the
BSSRDF is defined relative to a scene surface, while the
34. eye
light source
perspective
o1
na r r ow
i1
o2
o2
o1
o1
i2
wide
o2
point
image
Co ntrol th e di s t r i but i on o f ω o - > Co n t ro l V iew an g le
37. =
projector as
light source
light source
=
projector
image source
texture
texture + reflection
our approach
decompose the components
reflection
of light source
BRDF
reflection
of surface texture
swich these states
in time division
screen image
θ
reflection
of light source
diffuse
x%
surface texture in real world
mirror
y%
反射質感は反射状態の時間変調で見せることが出来る.
40. 2D display
texture display
D e f o rdisplayo n
2.5D m a t i
3D display
Computational Potential Field: Acoustic Pressure
41. M eth od s: tw o pr inc iple ( Di f f u s i o n a n d De f o r ma t i on )
(a)
(b)
Mirror
Weak diffuse
(c)
Strong diffuse
+ deformation
Image
reflection
Image
projection
Vibration
View
angle
Colloidal
screen
No ultrasound
Weak ultrasond
Reflection control
Deformation
Strong ultrasund
42. D if fu s ion
De fo rm a t i on
http://www.youtube.com/watch?v=IOqp3LQNMvEt=0m54s
44. A p pl ic ation: P opping I m a g e E ffe c t
Splashed wate
Normal image
W
t = 0.0s
Splashed water
Normal image
t = 0.0s
Splashed water
Splashed wat
Warped image
t = 0.2s
Splashed water
http://www.youtube.com/watch?v=IOqp3LQNMvEt=0m54s
When the ultrasonic focal points hits the membrane, image on the bubble screen is warped
and membrane splashes the water. After that, bubble screen pops in 0.3-2 seconds.
Normal image
t = 0.0s
Warped image
t = 0.2s
Popped image
t = 0.5s
55. P2D display
resent
texture t u r e
T e x display
D2.5D r m a t i o n
e f o display
3D
3D display
Manipulation
Physicalization of Computer Graphics
東京大学 落合陽一 (@ochyai / Yoichi Ochiai)