Mark Colbert

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A majority of the artists in the graphics community use one of the mainstream packages for modeling and designing a scene for 3D rendering. These packages - such as Alias' Maya, Discreet's 3ds Max, or Newtek's Lightwave -provide slider bars and numerical inputs that let the artist design the material's attributes, such as smoothness and metallic qualities.(More)
Augmented reality involves mixing captured video with rendered elements in real-time. For augmented reality to be effective in training and simulation applications, the computer generated components need to blend in well with the captured video. Straightforward compositing is not sufficient, since the chromatic content of video and rendered data may be very(More)
We present a novel approach that allows users to intuitively and interactively manipulate High Dynamic Range (HDR) images using commonly available Low Dynamic Range (LDR) displays. This solves the problem of how to draw with contrasts that are much larger than the monitor can display. Whereas commercial HDR-enabled drawing programs manipulate tone mapped(More)
We present an interface for quick and intuitive development of arbitrary, but physically correct, Bi-directional Reflectance Distribution Functions, or BRDFs. Our interface, referred to as BRDF-Shop, provides artists the ability to create a BRDF through positioning and manipulating highlights on a spherical canvas. We develop a novel mapping between painted(More)
Google Street View has provided millions of users with the ability to visually locate businesses around the world using 360° panoramic imagery. Due to the bulky, custom hardware required to precisely geo-locate the imagery, such as laser scanners and high precision GPS devices, Street View experiences have been limited to large areas that can provide(More)
In the computer graphics production environment, artists often must tweak specific lighting and material parameters to match a mind’s eye vision of the appearance of a 3D scene. However, the interaction between a material and a lighting environment is often too complex to cognitively predict without visualization. Therefore, artists operate in a design(More)
The following article formulates the optimization problem for shadow maps without providing any good answer to the problem. For our purpose, a shadow map is a rasterized image of depth information for a scene from a light's perspective. The map is used in rendering to test if a given pixel is visible with respect to a light source. An overview of the method(More)