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dc.contributor.authorHuang, Tsung-Shianen_US
dc.contributor.authorHuang, Fu-Hsien_US
dc.contributor.authorLin, Wen-Chiehen_US
dc.contributor.authorChuang, Jung-Hongen_US
dc.date.accessioned2018-08-21T05:54:31Z-
dc.date.available2018-08-21T05:54:31Z-
dc.date.issued2017-09-01en_US
dc.identifier.issn1016-2364en_US
dc.identifier.urihttp://dx.doi.org/10.6688/JISE.2017.33.5.4en_US
dc.identifier.urihttp://hdl.handle.net/11536/146056-
dc.description.abstractParticipating media, e.g., fog and smoke, play an important role in computer animation and games. They influence the atmosphere of scenes by inducing some special lighting effects, such as the distant blur, glows, and god rays. To design the lighting effects in a scene with fog or smoke, users usually need to tune many parameters to achieve their goal. In this paper, we propose a method that aims to transfer the desired lighting and homogeneous foggy effects in target images, including glow, god rays, and fog attributes, to a 3D scene by solving an inverse problem. The experimental results show that our approach is effective, intuitive, and user-friendly.en_US
dc.language.isoen_USen_US
dc.subjectcomputer graphicsen_US
dc.subjectrenderingen_US
dc.subjectfoggy effecten_US
dc.subjectlighting designen_US
dc.subjectinverse designen_US
dc.titleLighting and Foggy Effect Transferen_US
dc.typeArticleen_US
dc.identifier.doi10.6688/JISE.2017.33.5.4en_US
dc.identifier.journalJOURNAL OF INFORMATION SCIENCE AND ENGINEERINGen_US
dc.citation.volume33en_US
dc.citation.spage1163en_US
dc.citation.epage1176en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000410465400004en_US
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