A Computational Appearance Fabrication Framework and Derived Applications

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Research Collection Doctoral Thesis A Computational Appearance Fabrication Framework and Derived Applications Author(s): Papas, Marios Publication Date: 2016 Permanent Link: https://doi.org/10.3929/ethz-a-010710961 Rights / License: In Copyright - Non-Commercial Use Permitted This page was generated automatically upon download from the ETH Zurich Research Collection. For more information please consult the Terms of use. ETH Library

Diss. ETH No. 23031 A computational appearance fabrication framework and derived applications A dissertation submitted to ETH Zurich for the Degree of Doctor of Sciences presented by Marios Papas MSc in Computer Science, UC San Diego, USA born October 18, 1983 citizen of Cyprus accepted on the recommendation of Prof. Dr. Markus Gross, examiner Prof. Dr. Wojciech Jarosz, co-examiner Prof. Dr. Steve Marschner, co-examiner 2015

Abstract Traditionally, control over the appearance of objects in the real world was performed manually. Understanding how some physical property of an object would affect its appearance was achieved primarily through trial and error. This procedure could be lengthy and cumbersome, depending on the complexity of the effect of physical properties on appearance and the duration of each fabrication cycle. Precise control of how light interacts with materials has many applications in arts, architecture, industrial design, and engineering. With the recent achievements in geometry retrieval and computational fabrication we are now able to precisely control and replicate the geometry of real-world objects. On the other hand, computational appearance fabrication is still in its infancy. In this thesis we lay the foundation for a general computational appearance fabrication framework, and we demonstrate a range of applications that benefit from it. We present various instances of our framework and detail the design of the corresponding components, such as: forward and backward appearance models, measurement, and fabrication. These framework instances help in understanding and controlling the appearance of three general classes of materials: homogeneous participating media (such as wax and milk), specular surfaces (such as lenses), and granular media (such as sugar and snow). More specifically we show how we can precisely measure, control, and fabricate the real-world appearance of homogeneous translucent materials, how to computationally design and fabricate steganographic lenses, and finally we present a fast appearance model for accurately simulating the appearance of granular media. iii

Zusammenfassung Traditionell wurde Kontrolle über das Erscheinungsbild von Objekten der realen Welt manuell ausgeübt. Das Verständnis darüber, auf welche Art und Weise die Veränderung physikalischer Eigenschaften das Erscheinungsbild beeinflussen, wurde hauptsächlich durch systematisches Ausprobieren erlangt. Dieses Verfahren konnte jedoch langwierig und mühsam sein, abhängig von der Komplexität des Einflusses der physikalischen Eigenschaften auf das Erscheinungsbild, und der Dauer jedes Fertigungszykluses. Die präzise Steuerung von Lichtinteraktionen mit verschiedenen Materialien hat vielfältige Anwendungen in der Kunst, Architektur, sowie im Industriedesign und Ingenieurswesen. Mit den jüngsten Errungenschaften in der Geometrierekonstruktion sowie der computergesteuerten Fabrikation sind wir in der Lage, die Geometrie realer Objekte präzise zu steuern und zu replizieren. Andererseits steckt die computergesteuerte Herstellung von spezifischen Erscheinungsbildern immer noch in den Kinderschuhen. In dieser Dissertation legen wir die Grundlagen für ein Rahmenkonzept für allgemeine rechnergestütze Fabrikation von Erscheinungsbildern und zeigen eine Reihe von Anwendungen die davon profitieren. Wir präsentieren verschiedene Variationen unseres Konzepts und geben Details über das Design der entsprechenden Komponenten, wie etwa Forwärts- und Rückwärtserscheinungsmodelle, Messung und Herstellung. Diese Instanzen unserer Konzepts erlauben uns das Erscheinungsbild dreier verschiedener allgemeinen Materialklassen - homogene partizipäre Medien (wie etwa Wachs oder Milch), spiegelnde Oberflächen (wie etwa Linsen) und granulare Medien (wie etwa Zucker oder Schnee) zu verstehen und zu kontrollieren. Insbev

sondere zeigen wir wie man das Erscheinungsbild von homogenen lichtdurchlässigen Materialien präzise messen, kontrollieren und herstellen kann, wie man steganographischen Linsen computergestützt modellieren kann, und stellen letzlich ein effizientes Erscheinungsmodell für die akkurate Simulation des Aussehens granularer Medien vor. vi