Digital Bas-Relief from 3D Scenes
ACM Transactions on Graphics (Proc. SIGGRAPH), August 2007
Abstract
We present a system for semi-automatic creation of bas-relief sculpture.
As an artistic medium, relief spans the continuum between 2D
drawing or painting and full 3D sculpture. Bas-relief (or low relief)
presents the unique challenge of squeezing shapes into a nearly-flat
surface while maintaining as much as possible the perception of the
full 3D scene. Our solution to this problem adapts methods from
the tone-mapping literature, which addresses the similar problem
of squeezing a high dynamic range image into the (low) dynamic
range available on typical display devices. However, the bas-relief
medium imposes its own unique set of requirements, such as maintaining
small, fixed-size depth discontinuities. Given a 3D model,
camera, and a few parameters describing the relative attenuation of
different frequencies in the shape, our system creates a relief that
gives the illusion of the 3D shape from a given vantage point while
conforming to a greatly compressed height.
Paper
Citation
Tim Weyrich, Jia Deng, Connelly Barnes, Szymon Rusinkiewicz, and Adam Finkelstein.
"Digital Bas-Relief from 3D Scenes."
ACM Transactions on Graphics (Proc. SIGGRAPH) 26(3), August 2007.
BibTeX
@article{Weyrich:2007:DBF, author = "Tim Weyrich and Jia Deng and Connelly Barnes and Szymon Rusinkiewicz and Adam Finkelstein", title = "Digital Bas-Relief from {3D} Scenes", journal = "ACM Transactions on Graphics (Proc. SIGGRAPH)", year = "2007", month = aug, volume = "26", number = "3" }