Clement Shimizu
Photo Credit Ford Motor Company
Computer Aided Design for Color Appearance
Clement Shimizu
Advisor Gary W. Meyer
PhD. Thesis
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},
}
Dream Board Concept Art
Color Styling Tools
Clement Shimizu and Gary W. Meyer
In 18th Color and Imaging Conference 2010

Paper : [PDF]

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}
}
geometric metamerism like color matching issue
Predicting and Fixing Geometric Color Mismatches
Clement Shimizu and Gary W. Meyer
In AIC 2009
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},
}
3D color weel and color picker
A Computer Graphics System for Examining Paint Color Collections
Seth Berrier, Gary W. Meyer, and Clement Shimizu
In AIC 2009
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},
}
image
The Wall of Inspiration: A Computer Aided Color Selection System
Seth Berrier, Clement Shimizu, Patrick Chong, D'nardo Colucci, and Gary Meyer
In CGIV '08
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},
}
image
Creating Metallic Color Sequences for an Architectural Wall
Seth Berrier, Gary Meyer, and Clement Shimizu
In ACADIA '08
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}
}
image
OmniMap: Projective Perspective Mapping API for Non-planar Immersive Display Surfaces
Clement Shimizu, Jim Terhorst, and David McConville
In ISVC '08
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	= {},
}


image
VR spray Painting for training and design
Jonathan Konieczny, Gary W. Meyer, Clement Shimizu, John Heckman, Marty Manyen, and Marty Rabens
In VRST '08
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},
}
image
Automotive Spray Paint Simulation
Jonathan Konieczny, John Heckman, Gary W. Meyer, Marty Manyen, Marty Rabens, and Clement Shimizu
In ISVC '08
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},
}
image
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.3D Ford Fusion
                  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,
}
image
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},
}
image
Computer aided design of automotive finishes
Gary W. Meyer, Clement Shimizu, Alan Eggly, David Fischer, Jim King, and Allan Rodriguez
In Proceedings of AIC Colour '05
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}
}
image
A Handheld Flexible Display System
Jonathan Konieczny, Clement Shimizu, Gary Meyer, and D'nardo Colucci
In Proceedings of IEEE Visualization 2005
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},
}
image
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}
}
image
Interactive Goniochromatic Color Design
Clement Shimizu, Gary W. Meyer, and Joseph P. Wingard
In Eleventh Color Imaging Conference, 2003
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},
}