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Practical Pigment Mixing for Digital Painting

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F21%3A00352274" target="_blank" >RIV/68407700:21230/21:00352274 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://doi.org/10.1145/3478513.3480549" target="_blank" >https://doi.org/10.1145/3478513.3480549</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1145/3478513.3480549" target="_blank" >10.1145/3478513.3480549</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Practical Pigment Mixing for Digital Painting

  • Popis výsledku v původním jazyce

    There is a significant flaw in today's painting software: the colors do not mix like actual paints. E.g., blue and yellow make gray instead of green. This is because the software is built around the RGB representation, which models the mixing of colored lights. Paints, however, get their color from pigments, whose mixing behavior is predicted by the Kubelka-Munk model (K-M). Although it was introduced to computer graphics almost 30 years ago, the K-M model has never been adopted by painting software in practice as it would require giving up the RGB representation, growing the number of per-pixel channels substantially, and depriving the users of painting with arbitrary RGB colors. In this paper, we introduce a practical approach that enables mixing colors with K-M while keeping everything in RGB. We achieve this by establishing a latent color space, where RGB colors are represented as mixtures of primary pigments together with additive residuals. The latents can be manipulated with linear operations, leading to expected, plausible results. We describe the conversion between RGB and our latent representation and show how to implement it efficiently. We prove the viability of our approach on the case of major painting software whose developers integrated our mixing method with minimal effort, making it the first real-world software to provide realistic color mixing in history.

  • Název v anglickém jazyce

    Practical Pigment Mixing for Digital Painting

  • Popis výsledku anglicky

    There is a significant flaw in today's painting software: the colors do not mix like actual paints. E.g., blue and yellow make gray instead of green. This is because the software is built around the RGB representation, which models the mixing of colored lights. Paints, however, get their color from pigments, whose mixing behavior is predicted by the Kubelka-Munk model (K-M). Although it was introduced to computer graphics almost 30 years ago, the K-M model has never been adopted by painting software in practice as it would require giving up the RGB representation, growing the number of per-pixel channels substantially, and depriving the users of painting with arbitrary RGB colors. In this paper, we introduce a practical approach that enables mixing colors with K-M while keeping everything in RGB. We achieve this by establishing a latent color space, where RGB colors are represented as mixtures of primary pigments together with additive residuals. The latents can be manipulated with linear operations, leading to expected, plausible results. We describe the conversion between RGB and our latent representation and show how to implement it efficiently. We prove the viability of our approach on the case of major painting software whose developers integrated our mixing method with minimal effort, making it the first real-world software to provide realistic color mixing in history.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/EF16_019%2F0000765" target="_blank" >EF16_019/0000765: Výzkumné centrum informatiky</a><br>

  • Návaznosti

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2021

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    ACM Transactions on Graphics (TOG)

  • ISSN

    0730-0301

  • e-ISSN

    1557-7368

  • Svazek periodika

    40

  • Číslo periodika v rámci svazku

    6

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    11

  • Strana od-do

  • Kód UT WoS článku

    000729846700039

  • EID výsledku v databázi Scopus

    2-s2.0-85127397351