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