PhD. Thesis submitted in partial fulfillment of the requirements for the final defense of degree of Doctor of Philosophy in Computer Science.
BIBTEX
@PHDTHESIS{shimizu0020,
author = {Clement Shimizu},
title = {Computer Aided Design for
Color Appearance},
school = {University of Minnesota Computer
Science and Engineering},
address = {Minneapolis, MN, USA},
year = {2010},
}
Creative tools are proposed that allow color stylists to take advantage of their training in the art and design fields. A simple reflection model is employed that has the minimum number of free parameters required to design solid and metallic color finishes from conceptualization to fabrication. The parameters correspond to color specification terms familiar to designers such as face color, flop color, travel, and gloss. We demonstrate how the reflection model can also be used to develop effective interfaces for color stylists. We create a virtual mood board that allows direct selection of the reflection model parameters from pictures. We also develop an image based BRDF tweaker for adjusting color appearance directly on a 3D object.
Example mood board :
Zoom into the above figure for a close up view of a designer's mood board (also known as design board or dream board).
BIBTEX
@inproceedings{shimizu0011,
author = {Clement Shimizu and Gary W. Meyer},
title = {Color Styling Tools},
year = {2010},
pages = {272-279},
booktitle = {18th Color and Imaging Conference}
}
Color mismatches that result from geometric misalignment are studied. Differences in color can result
when adjacent parts of an object are coated with the same paint but are not aligned to create a
continuous geometric surface. The color difference that results due to shading can be accentuated by
the use of metallic and pearlescent paints with goniochromatic properties. A metric is developed for
determining when the color difference is large enough for the misalignment to become apparent. A
technique is also presented for selecting a paint that matches the adjacent part and creates the illusion
of geometric continuity even though the two parts are misaligned.
BIBTEX
@inproceedings{shimizu0013,
author = {Clement Shimizu and Gary W. Meyer},
title = {Predicting and Fixing Geometric Color Mismatches},
year = {2009},
pages = {},
booktitle = {AIC 2009},
}
A Computer Graphics System for Examining Paint Color Collections
A computer graphic program for organizing and displaying the colors in a paint collection is
presented. A virtual representation for the traditional color card fan deck is described. This
interactive program provides a lightness, chroma and hue interface for selecting a color from the
collection. Software for visualizing a paint color on a three dimensional surface is also discussed.
This tool allows the user to evaluate the sheen of a solid paint color and the travel of a metallic or
pearlescent paint color.
BIBTEX
@inproceedings{shimizu0019,
author = {Seth Berrier and Gary W. Meyer and
Clement Shimizu},
title = {A Computer Graphics System for Examining
Paint Color Collections},
year = {2009},
pages = {},
booktitle = {AIC 2009},
}
The Wall of Inspiration: A Computer Aided Color Selection System
Seth Berrier, Clement Shimizu, Patrick Chong, D'nardo Colucci, and Gary Meyer
Computer graphics hardware and software is used to create
a new set of tools for selecting a household paint color. Important
surface reflection effects, such as gloss and pearlescence,
are rendered in real time using pixel shading hardware. Unlike
traditional paint chips, this feature permits colors to be evaluated
on three dimensional shapes and in different surface finishes. A
novel set of color navigation tools is provided to allow the user
to visualize the color collection supplied by the manufacturer, to
select subsets of the collection for consideration, and to match or
modify an existing color sample. This interface is easier to use
and less expensive to produce than the fan deck found in most
paint stores. The pictures produced by the software are displayed
on a four panel video wall. The large size of the wall allows the
user to evaluate the appearance of the color at a scale similar to
its final dimension once it has been applied to a surface.
BIBTEX
@InProceedings{shimizu0006,
title = {The Wall of Inspiration: A Computer Aided
Color Selection System},
author = {Seth Berrier and Clement Shimizu and Patrick Chong
and D'nardo Colucci and Gary Meyer},
booktitle = {CGIV '08},
year = {2008},
pages = {132--137},
}
Creating Metallic Color Sequences for an Architectural Wall
A metallic paint scheme for an architectural wall is created using computer aided color appearance design techniques. New computer graphic hardware that allows real-time rendering of complex reflectance functions is employed to produce photo-realistic images of the metallic paint applied to the surface of the wall. An interpolation scheme is developed that permits one and two dimensional metallic shade sequences to be determined between individual bricks in a single row of the wall and between the complete rows of bricks that compose the wall. Paint formulation software, originally developed for auto refinish applications, is used to determine the paint mixtures necessary to realize the metallic colors in the design. A prototype of the wall is constructed and exhibited in a museum gallery.
BIBTEX @INPROCEEDINGS{shimizu0007, author = {Seth Berrier and Gary Meyer
and Clement Shimizu} title = {Creating Metallic Color
Sequences for an Architectural Wall}, booktitle = {ACADIA '08}, year = {2008}, pages = {308--313} }
OmniMap: Projective Perspective Mapping API for Non-planar Immersive Display Surfaces
Clement Shimizu, Jim Terhorst, and David McConville
Typical video projection systems display rectangular images
on flat screens. Optical and perspective correction techniques must be
employed to produce undistorted output on non-planar display surfaces.
A two-pass algorithm, called projective perspective mapping, is a solution
well suited for use with commodity graphics hardware. This algorithm
is implemented in the OmniMap API providing an extensible, reusable
C++ interface for porting 3D engines to wide field-of-view, non-planar
displays. This API is shown to be easily integrated into a wide variety
of 3D applications.
Note: The design and implementation of Omnimap was done with Dr. D'nardo Collucci for the Elumenati. Learn more about immersive projection systems at: The Elumenati Geodome
BIBTEX
@InProceedings{shimizu0009,
title = {OmniMap: Projective Perspective Mapping API
for Non-planar Immersive Display Surfaces},
author = {Clement Shimizu and Jim Terhorst and David McConville},
booktitle = {ISVC '08},
year = {2008},
pages = {},
}
VR spray Painting for training and design
Jonathan Konieczny, Gary W. Meyer, Clement Shimizu, John Heckman, Marty Manyen, and Marty Rabens
A system is introduced for the simulation of spray painting. Head
mounted display goggles are combined with a tracking system to allow
users to paint a virtual surface with a spray gun. Ray tracing is
used to simulate droplets landing on the surface of the object, allowing
arbitrary shapes and spray gun patterns to be used. This system
is combined with previous research on spray gun characteristics to
provide a realistic simulation of the spray paint including the effects
of viscosity, air pressure, and paint pressure. The simulation provides
two different output modes: a non-photorealistic display that
gives a visual representation of how much paint has landed on the
surface, and a photorealistic simulation of how the paint would actually
look on the object once it dried. Useful feedback values such
as overspray are given. Experiments were performed to validate the
system.
BIBTEX
@InProceedings{shimizu00017,
title = {VR Spray Painting for Training and Design},
author = {Jonathan Konieczny and Gary W. Meyer and Clement Shimizu
and John Heckman and Marty Manyen, and Marty Rabens},
booktitle = {VRST '08},
year = {2008},
pages = {293--294},
}
Automotive Spray Paint Simulation
Jonathan Konieczny, John Heckman, Gary W. Meyer, Marty Manyen, Marty Rabens, and Clement Shimizu
A system is introduced for the simulation of spray painting.
Head mounted display goggles are combined with a tracking system to
allow users to paint a virtual surface with a spray gun. Ray tracing is
used to simulate droplets landing on the surface of the object, allowing
arbitrary shapes and spray gun patterns to be used. This system is combined with previous research on spray gun characteristics to provide a
realistic simulation of the spray paint including the effects of viscosity,
air pressure, and paint pressure. The simulation provides two different
output modes: a non-photorealistic display that gives a visual representation of how much paint has landed on the surface, and a photorealistic
simulation of how the paint would actually look on the object once it has
dried. Useful feedback values such as overspray are given. Experiments
were performed to validate the system.
BIBTEX
@InProceedings{shimizu0008,
title = {Automotive Spray Paint Simulation},
author = {Jonathan Konieczny and John Heckman and Gary W. Meyer
and Marty Manyen and Marty Rabens and Clement Shimizu},
booktitle = {ISVC '08},
year = {2008},
pages = {998--1007},
}
Computer Aided Color Appearance Design Using Environment Map Based Lighting
Clement Shimizu and Gary W. Meyer
In Eurographics Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging, 2005
A BRDF approximation is developed that is suitable for interactive color appearance design in direct lighting
provided by environment maps. The BRDFs are approximated as a linear combination of cosine lobes with a fixed
set of specular exponents. A nonlinear optimization routine is used to fit the cosine lobes to BRDFs appropriate
for a specific color appearance design application: automotive paint. Modification and rendering of the BRDF is
made possible by linearly combining prefiltered environment maps for each cosine lobe in real time.
BIBTEX
@inproceedings{shimizu0002,
author = {Clement Shimizu and Gary W. Meyer},
title = {Computer Aided Color Appearance Design using
Environment Map Based Lighting},
year = {2005},
booktitle = {Eurographics Symposium on Computational Aesthetics
in Graphics, Visualization, and Imaging},
pages = {223--230},
month = jun,
}
Computational automotive color appearance
Gary W. Meyer and Clement Shimizu
In Computational Aesthetics in Graphics, Visualization and Imaging, 2005
A computer graphic system has been developed that permits the interactive design of new automotive finishes.
The software makes use of a reflection model for car paint that is based on industry standards for measuring the
appearance characteristics of the paint. These measurements include gloss for the clearcoat and three aspecular
measurements for the metallic basecoat. The program interface provides a means for altering the reflectance
properties of the paint and for visualizing the effect of those changes on the color appearance of the car. The
desired aspecular measurements for the new paint can be input to a paint formulation system so that the paint can
be manufactured. A test of the system shows good correspondence between the designed and the fabricated paint.
BIBTEX
@inproceedings{shimizu0003,
author = {Gary W. Meyer and Clement Shimizu},
title = {Computational Automotive Color Appearance},
booktitle = {Computational Aesthetics in Graphics, Visualization,
and Imaging},
year = {2005},
}
Computer aided design of automotive finishes
Gary W. Meyer, Clement Shimizu, Alan Eggly, David Fischer, Jim King, and Allan Rodriguez
The principles of computer aided design were applied to the creation of new automotive
finishes. A computer graphic program was written that allows the user to interactively adjust the
surface reflection properties of an automotive paint and visualize the appearance of that paint on a
three dimensional surface. The program gives a designer intuitive controls over a second order
polynomial that defines the color of the paint at a series of aspecular angles. An automotive stylist
was permitted to use the program and design three new automotive paints that had never been
manufactured. Formulations for the designed paints were determined by inputting the desired
aspecular measurements into an automotive refinish system. The new paints were mixed and sprayed
on metal panels. Comparisons between the actual and simulated finishes were judged to be adequate
by those involved in the experiment.
BIBTEX
@inproceedings{shimizu0004,
author = {Gary W. Meyer and Clement Shimizu and Alan Eggly
and David Fischer and Jim King and Allan Rodriguez},
title = {Computer aided design of automotive finishes},
booktitle = {Proceedings of AIC Colour 05},
year = {2005},
pages = {685--688}
}
A Handheld Flexible Display System
Jonathan Konieczny, Clement Shimizu, Gary Meyer, and D'nardo Colucci
A new close range virtual reality system is introduced that allows
intuitive and immersive user interaction with computer generated
objects. A projector with a special spherical lens is combined with
a flexible, tracked rear projection screen that users hold in their
hands. Unlike normal projectors, the spherical lens allows for a
180 degree field of view and nearly infinite depth of focus. This
allows the user to move the screen around the environment and use
it as a virtual “slice” to examine the interior of 3D volumes. This
provides a concrete correspondence between the virtual representation
of the 3D volume and how that volume would actually appear
if its real counterpart was sliced open. The screen can also be used
as a “magic window” to view the mesh of the volume from different
angles prior to taking cross sections of it. Real time rendering of the
desired 3D volume or mesh is accomplished using current graphics
hardware. Additional applications of the system are also discussed.
BIBTEX
@InProceedings{shimizu0005,
year = {2005},
title = {A Handheld Flexible Display System},
author = {Jonathan Konieczny and Clement Shimizu and Gary Meyer
and D'nardo Colucci},
organization = {IEEE Computer Society},
month = oct,
booktitle = {Proceedings of IEEE Visualization 2005},
publisher = {IEEE Computer Society Press},
}
Hardware Accelerated Motion Blur Generation*
Clement Shimizu, Amit Shesh, and Baoquan Chen
University of Minnesota Computer Science Department Technical Report 2003-01(not peer-reviewed)
Motion blur occurs in photography by the motion of objects during the finite exposure time that the camera
shutter remains open for to record the image on film. The traditional method of rendering a motion
blur with a computer is to render the scene at many discrete time instances in every frame. In this paper,
we present an efficient motion blur generation method that leverages modern commodity graphics hardware.
Our method avoids rendering the entire complex scene many times per frame. It first renders the
scene into a texture, next renders the optic flow, created based on object transformation, to a vector field
texture. The scene texture is finally efficiently blurred according to the vector field using texture mapping
hardware to do a piecewise iterative line integral convolution. Though our method uses vertex
velocities to calculate image pixel velocities, the line integral convolution is performed on an image, making
our method largely independent of scene complexity.
BIBTEX
@InProceedings{shimizu00018xxx,
title = {Hardware-Accelerated-Motion-Blur-Generation},
author = {Clement Shimizu and Amit Shesh and Baoquan Chen},
booktitle = {University of Minnesota Computer Science Department
Technical Report 2003-01},
year = {2003}
}
Interactive Goniochromatic Color Design
Clement Shimizu, Gary W. Meyer, and Joseph P. Wingard
An interactive program has been developed to assist in the design of new goniochromatic colors. The program gives the user a unique set of controls over a second order polynomial that defines these color families at a sequence of aspecular reflection angles. One approach, based on traditional metallic colors, allows the user to adjust the average hue, saturation, and brightness of all of the colors interpolated by the polynomial. Another method, appropriate for the newer effect colors, permits the designer to establish face and flop colors to be reached at either end of the interpolation. In a final technique, variations produced by adjusting model parameters can be evaluated and selected.
BIBTEX
@inproceedings{shimizu0001,
author = {Clement Shimizu and Gary W. Meyer and Joseph P. Wingard},
title = {Interactive Goniochromatic Color Design},
year = {2003},
pages = {16--22},
booktitle = {Eleventh Color Imaging Conference},
}