Gary Meyer's publications have appeared in conference proceedings, journals, and books related to computer graphics, color science, and coating technologies. His students have also written Bachelor's, Master's and PhD theses at both the University of Oregon and the University of Minnesota.

Creating Metallic Color Sequences for an Architectural Wall

Citation
Seth Berrier, Gary Meyer, and Clement Shimizu. Creating Metallic Color Sequences for an Architectural Wall. ACADIA 2008: Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture, 308-313, 2008.

Abstract
A metallic paint scheme for an architectural wall is created using computer aided color appearance design techniques. New computer graphic hardware that allows real-time rendering of complex reflectance functions is employed to produce photo-realistic images of the metallic paint applied to the surface of the wall. An interpolation scheme is developed that permits one and two dimensional metallic shade sequences to be determined between individual bricks in a single row of the wall and between the complete rows of bricks that compose the wall. Paint formulation software, originally developed for auto refinish applications, is used to determine the paint mixtures necessary to realize the metallic colors in the design. A prototype of the wall is constructed and exhibited in a museum gallery.

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Material and Color Design Using Projectors

Citation
Jonathan Konieczny and Gary Meyer. Material and Color Design Using Projectors. CGIV 2006: Third European Conference on Colour in Graphics, Imaging, and Vision, 438-442, 2006

Abstract
A novel front projection system is introduced for the pur pose of material and color design. The system explores tech niques for simulation of color on real objects lit by projectors. Choice of size, shape, and color of the target projection object is considered. Ambient lighting conditions are controlled, and a second projector is used as the light source. This permits the target projection object to be “cut out” from the light source, allowing for a realistically lit scene without “washing out” the simulated color. The surrounding environment is captured using high dynamic range environment maps in order to realistically simulate glossy materials. Metallic colors are emphasized, but the principles and conclusions also extend to the simulation of other materials.

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Computer Aided Color Appearance Design

Citation
Gary W. Meyer. Computer Aided Color Appearance Design. CGIP 2000: Proceedings of the First International Conference on Color in Graphics and Image Processing, 195-200, 2000.

Abstract
Recent developments in the eld o f computer graph-ics wil l p rovidecolor scientistswith anew set of de-sign tools. Real-timeshading wil lmakeit possible to interactively evaluate surfaces that exhibit com-plexvariationin the directionandcolorofre ected light. New software simulation techniques will facili-tate the prediction of these important surfacere ec-tion p roperties. Togetherthese tools for synthesizing and e valuating color appearance d e ne a new method-ologycal led computer aided color appearance design. This paper reviews the important computer graphics advances in real-timeshading and surfacere ection modeling that have made this novel approach to color appearance design possible.

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Paper


The Wall of Inspiration: A Computer Aided Color Selection System

Citation
Seth Berrier, Clement Shimizu, Patrick Chong, Dnardo Colucci, and Gary Meyer. The Wall of Inspiration: A Computer Aided Color Selection System, CGIV 2008: Fourth European Conference on Colour in Graphics, Imaging, and Vision, 132-137, 2008

Abstract
Computer graphics hardware and software is used to create a new set of tools for selecting a household paint color. Impor-tant surface reflection effects, such as gloss and pearlescence, are rendered in real time using pixel shading hardware. Unlike traditional paint chips, this feature permits colors to be evaluated on three dimensional shapes and in different surface finishes. A novel set of color navigation tools is provided to allow the user to visualize the color collection supplied by the manufacturer, to select subsets of the collection for consideration, and to match or modify an existing color sample. This interface is easier to use and less expensive to produce than the fan deck found in most paint stores. The pictures produced by the software are displayed on a four panel video wall. The large size of the wall allows the user to evaluate the appearance of the color at a scale similar to its final dimension once it has been applied to a surface.

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Paper


A Data Flow Approach to Color Gamut Visualization

Citation
Gary W. Meyer and Chad A. Robertson. A Data Flow Approach to Color Gamut Visualization. Fifth Color Imaging Conference: Color Science, Systems, and Applications, 209-214, 1997

Abstract
Software has been developed to help engineers visualize the gamuts of color hardcopy devices. Software modules have been written so that color gamuts and color space transformations can be explored using a scientific visualization program. Tools have been created that allow the user to accentuate the differences between gamuts and to interact with the displayed data. The data flow architecture of the program makes it easy to add more color gamuts and to investigate additional color transformations.

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Paper


Interactive Goniochromatic Color Design

Citation
Clement Shimizu, Gary W. Meyer, and Joseph P. Wingard. Interactive Goniochromatic Color Design. Eleventh Color Imaging Conference, 16-22, 2003

Abstract
An interactive program has been developed to assist in the design of new goniochromatic colors. The program gives the user a unique set of controls over a second order polynomial that defines these color families at a sequence of aspecular reflection angles. One approach, based on traditional metallic colors, allows the user to adjust the average hue, saturation, and brightness of all of the colors interpolated by the polynomial. Another method, appropriate for the newer effect colors, permits the designer to establish face and flop colors to be reached at either end of the interpolation. In a final technique, variations produced by adjusting model parameters can be evaluated and selected.

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Color Styling Tools

Citation
Clement Shimizu and Gary Meyer. Color Styling Tools, Eighteenth Color Imaging Conference, 272-279, 2010

Abstract
Creative tools are proposed that allow color stylists to take advantage of their training in the art and design fields. A sim-ple reflection model is employed that has the minimum number of free parameters required to design solid and metallic color fin-ishes from conceptualization to fabrication. The parameters cor-respond to color specification terms familiar to designers such as face color, flop color, travel, and gloss. We demonstrate how the reflection model can also be used to develop effective interfaces for color stylists. We create a virtual mood board that allows di-rect selection of the reflection model parameters from pictures. We also develop an image based BRDF tweaker for adjusting color appearance directly on a 3D object.

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A 3D Interface for Selecting Household Paint Colors

Citation
Seth Berrier and Gary Meyer. A 3D Interface for Selecting Household Paint Colors, Nineteenth Color Imaging Conference, 2011

Abstract
Commercially available tools for searching collections of paint colors are critically examined and a new computer interface for selecting household paint colors is proposed. The new system is organized according to a perceptual color space and uses mod-eless, constrained, in-place, 3D interaction. Two user studies are performed to evaluate this system and the results are discussed. These studies demonstrate that, with enough training, our system is faster and at least as accurate as current color search tools. The results suggest that the tool could be beneficial to properly trained design professionals. Users also report a favorable im-pression of our system over the current tools.

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A BRDF Database Employing the Beard-Maxwell Reflection Model

Citation
Harold B. Westlund and Gary W. Meyer. A BRDF Database Employing the Beard-Maxwell Reflection Model. Proceedings of Graphics/Vision Interface ’02, 189-200, 2002

Abstract
TheBeard-Maxwellreflection modelis presentedas anewlocal reflection modelfor usein realistic image synthesis. Themodelis important becausethere is a publicdomaindatabaseofsurfacereflection parameters, the NonconventionalExploitationFactors DataSystem (NEFDS), that utilizes a modifiedform ofthe Beard-Maxwellmodel.Additionalsurfacereflectionparameters for the databasecanbedeterminedbecauseameasure-mentprotocol, using existingradiometric instruments, hasbeenspecified. TheBeard-Maxwellmodelis also ofhistoricalsignificancebecauseit predatesmanycom-putergraphicsreflection modelsandbecauseit includes severalfeatures that areincorporated into existinglocal reflection models.TheNEFDSis describedandaspe-cialshaderis developedforusewithNEFDS.Theshader makesuseofthe aliasmethodfor determiningrandom variates from discreteprobabilitydistributions. Realis-tic imagesaresynthesizedfromtheexistingdatabaseand fromsamplesthat werecharacterizedusingthemeasure-mentprotocol.

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Paper


Perceptually Driven Interactive Geometry Remeshing

Citation
Lijun Qu and Gary Meyer, Perceptually Driven Interactive Geometry Remeshing, I3D 2006: Symposium on Interactive 3D Graphics and Games, 199-206, 2006

Abstract
Visual patterns on the surface of an object, such as two dimen-sional texture, are taken into consideration as part of the geome-try remeshing process. Given a parameterized mesh and a texture map, the visual perceptual properties of the texture are first com-puted using a visual discrimination metric. This precomputation is then used to guide the distribution of samples to the surface mesh. The system automatically distributes few samples to texture areas with strong visual masking properties and more samples to texture areas with weaker visual masking properties. In addition, due to contrast considerations, brighter areas receive fewer samples than do darker surface features. Because of the properties of the human visual system, especially visual masking, the artifacts in the ren-dered mesh are invisible to the human observer. For a fixed number of polygons, this approach also improves the quality of the rendered mesh since the distribution of the samples is guided by the princi-ples of visual perception. The utility of the system is demonstrated by showing that it can also account for other observable patterns on the surface, besides two dimensional texture, such as those pro-duced by bump mapping, lighting variations, surface reflectance, and interreflections.

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Paper


Automotive Spray Paint Simulation

Citation
Jonathan Konieczny, John Heckman, Gary Meyer, Mark Manyen, Marty Rabens, and Clement Shimizu. Automotive Spray Paint Simulation, ISVC 2008: 4th International Symposium on Visual Computing, 998-1007, 2008

Abstract
A system is introduced for the simulation of spray painting. Head mounted display goggles are combined with a tracking system to allow users to paint a virtual surface with a spray gun. Ray tracing is used to simulate droplets landing on the surface of the object, allowing arbitrary shapes and spray gun patterns to be used. This system is com-bined with previous research on spray gun characteristics to provide a realistic simulation of the spray paint including the effects of viscosity, air pressure, and paint pressure. The simulation provides two different output modes: a non-photorealistic display that gives a visual represen-tation of how much paint has landed on the surface, and a photorealistic simulation of how the paint would actually look on the object once it has dried. Useful feedback values such as overspray are given. Experiments were performed to validate the system.

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Paper


Airbrush Simulation for Artwork and Computer Modeling

Citation
Jonathan Konieczny, and Gary Meyer. Airbrush Simulation for Artwork and Computer Modeling, NPAR 2009: 7th International Symposium on Non-Photorealistic Animation and Rendering, 61-69, 2009

Abstract
A computerized airbrush system with a full three dimensional air-brush interface is presented. The position and orientation of an electronic airbrush tool is tracked in space, and, when the trigger is pulled, paint is sprayed onto two and three dimensional objects displayed on a computer monitor. The experimentally derived paint spray model used for the airbrush takes into account factors such as air to paint ratio, viscosity, and distance of the airbrush from the work. Paint mixing between colors applied to the surface is mod-eled using Kubelka-Munk theory. Computerized stencils, including semi-permeable stencils, can be manually positioned by the artist or projected onto the object’s surface. Two and three dimensional examples of traditional airbrush artwork, produced using the sys-tem, are presented. The system can also be used as a modeling tool to decorate three dimensional objects.

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Faceting Artifact Analys is for Computer Graphics

Citation
Lijun Qu and Gary Meyer. Faceting Artifact Analysis for Computer Graphics, Pacific Graphics, 419-422, 2007

Abstract
The faceting signal, defined in this paper as the difference signal between a rendering of the original geometric modeland a simplified version of the geometric model, is responsible for the faceting a rtifacts commonly observed in the renderings of coarse geometric models. In this paper, we analyze the source of the faceting signal and develop a perceptual metric for the visibility of the faceting signal.

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Paper


Perceptually Guided Rendering of Textured Point-based Models

Citation
Lijun Qu, Xiaoru Yuan, Minh Nguyen, Gary Meyer, Baoquan Chen, and Jered Windsheimer. Perceptually Guided Rendering of Textured Point-based Models. PBG 2006: Symposium on Point-Based Graphics, 95-102, 2006

Abstract
In this paper, we present a textured point-based rendering scheme that takes into account the masking properties of the human visual system. In our system high quality textures are mapped to point-based models. Given one texture, an importance map is first computed using the visual masking tool included in the JPEG2000 standard. This importance map indicates the masking potential of the texture. During runtime, point-based models are simplified and rendered based on this computed importance. In our point simplification method, called Simplification by Random Numbers (SRN), each point in the model is pre-assigned a random value. During rendering, the pre- assigned value is compared with the preferred local point density (derived from importance) to determine whether this point will be rendered. Our method can achieve coherent simplification for point models.

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A First Step Towards Photorealistic Rendering of Coated Surfaces and Computer Based Standards of Appearance

Citation
Fern Y. Hunt, Egon Marx, Gary W. Meyer, Theodore Vorburger, Peter A. Walker and Harold B. Westlund. A First Step Towards Photorealistic Rendering of Coated Surfaces and Computer Based Standards of Appearance. Service Life Prediction Methodology and Metrologies, Jonathan W. Martin and David R. Bauer, Editors, American Chemical Society Symposium Series, No. 805, Oxford University Press, 437-451, 2001

Abstract
In an effort to understand the physical basis for coating and surface appearance we are combining the results of optical and surface topographical measurements, mathematical modeling and computer graphic rendering. We seek to explore the feasibility of using computer graphic images to visualize the color and gloss of surfaces using measured data and models so that rendering becomes a tool to identify important parameters in the material formulation process that contribute to appearance. Here we report on a study of gloss variation in a series of samples with controlled roughness. The work makes use of the sample preparation, characterization and measurement described in [3]. Modeling based on that data was used to produce computer graphic images of the samples. We also briefly describe work on the rendering of data from some early measurements of colored metallic paint.

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Paper


A Handheld Flexible Display System

Citation
Jonathan Konieczny, Clement Shimizu, Gary Meyer, and D’nardo Colucci. A Handheld Flexible Display System. Proceedings of IEEE Visualization 2005, 591-597, 2005

Abstract
A new close range virtual reality system is introduced that allows intuitive and immersive user interaction with computer generated objects. A projector with a special spherical lens is combined with a flexible, tracked rear projection screen that users hold in their hands. Unlike normal projectors, the spherical lens allows for a 180 degree field of view and nearly infinite depth of focus. This allows the user to move the screen around the environment and use it as a virtual “slice” to examine the interior of 3D volumes. This provides a concrete correspondence between the virtual representa-tion of the 3D volume and how that volume would actually appear if its real counterpart was sliced open. The screen can also be used as a “magic window” to view the mesh of the volume from different angles prior to taking cross sections of it. Real time rendering of the desired 3D volume or mesh is accomplished using current graphics hardware. Additional applications of the system are also discussed.

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A Computer Graphic System for Rendering Gonio-Apparent Colors

Citation
Gary W. Meyer, Harold B. Westlund, Peter A. Walker, and Joseph P. Wingard. A Computer Graphic System for Rendering Gonio-Apparent Colors. in 9th Congress of the International Colour Association, Proc. SPIE 4421, 922-925, 2002.

Abstract
A computer graphic system has been developed that allows a color scientist to evaluate the appearance of gonio-apparent colors. Reflection modeling software is used to define a BRDF from existing computer graphic reflection models and standard appearance measurements for gloss and metallic travel. A visualization program allows the user to examine the BRDF that results from reflection modeling. Real-time software and hardware can be employed to adjust the BRDF and display a surface with the specified reflection properties. A high quality rendering system is available to make individual pictures that incorporate complex lighting and reflection effects.

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Computer Aided Design of Automotive Finishes

Citation
Gary Meyer, Clement Shimizu, Alan Eggly, David Fischer, Jim King, and Allan Rodriguez. Computer Aided Design of Automotive Finishes. Proceedings of 10th Congress of the International Colour Association, 685-688, 2005

Abstract
The principles of computer aided design were applied to the creation of new automotive finishes. A computer graphic program was written that allows the user to interactively adj ust the surface reflection properties of an automotive paint and visualize the appearance of that paint on a three dimensional surface. The program gives a designer intuitive controls over a second order polynomial that defines the color of the paint at a series of aspecular angles. An automotive stylist was permitted to use the program and design three new automotive paints that had never been manufactured. Formulations for the designed paints were determined by inputting the desired aspecular measurements into an automotive refinish system. The new paints were mixed and sprayed on metal panels. Comparisons between the actual and simulated finishes were j udged to be adequate by those involved in the experiment.

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Predicting and Fixing Geometric Color Mismatches

Citation
Clement Shimizu and Gary W. Meyer. Predicting and Fixing Geometric Color Mismatches, Proceedings of 11th Congress of the International Colour Association, 2009.

Abstract
Color mismatches that result from geometric misalignment are studied. Differences in color can result when adjacent parts of an object are coated with the same paint but are not aligned to create a continuous geometric surface. The color difference that results due to shading can be accentuated by the use of metallic and pearlescent paints with goniochromatic properties. A metric is developed for determining when the color difference is large enough for the misalignment to become apparent. A technique is also presented for selecting a paint that matches the adjacent part and creates the illusion of geometric continuity even though the two parts are misaligned.

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A Computer Graphics System for Examining Paint Color Collections

Citation
Seth Berrier, Gary Meyer, and Clement Shimizu. A Computer Graphics System for Examining Paint Color Collections, Proceedings of 11th Congress of the International Colour Association, 2009

Abstract
A computer graphic program for organizing and displaying the colors in a paint collection is presented. A virtual representation for the traditional color card fan deck is described. This interactive program provides a lightness, chroma and hue interface for selecting a color from the collection. Software for visualizing a paint color on a three dimensional surface is also discussed. This tool allows the user to evaluate the sheen of a solid paint color and the travel of a metallic or pearlescent paint color

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Computational Automotive Color Appearance

Citation
Gary Meyer and Clement Shimizu. Computational Automotive Color Appearance. Eurographics Workshop on Computational Aesthetics in Graphics, Visualization, and Imaging, 217-221, 2005.

Abstract
A computer graphic system has been developed that permits the interactive design of new automotive finishes. The software makes use of a reflection model for car paint that is based on industry standards for measuring the appearance characteristics of the paint. These measurements include gloss for the clearcoat and three aspecular measurements for the metallic basecoat. The program interface provides a means for altering the reflectance properties of the paint and for visualizing the effect of those changes on the color appearance of the car. The desired aspecular measurements for the new paint can be input to a paint formulation system so that the paint can be manufactured. A test of the system shows good correspondence between the designed and the fabricated paint.

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Computer Aided Color Appearance Design using Environment Map Based Lighting

Citation
Clement Shimizu and Gary Meyer. Computer Aided Color Appearance Design using Environment Map Based Lighting. Eurographics Workshop on Computational Aesthetics in Graphics, Visualization, and Imaging, 223-230, 2005.

Abstract
A BRDF approximation is developed that is suitable for interactive color appearance design in direct lighting provided by environment maps. The BRDFs are approximated as a linea r combination of cosine lobes with a fixed set of specular exponents. A nonlinear optimization routine is used to fit the cosine lobes to BRDFs appropriate for a specific color appearance design application: automotive paint. Modifi cation and rendering of the BRDF is made possible by linearly combining prefiltered environment maps for each cosine lobe in real time.

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A Comparison of Two Image Quality Models

Citation
Bei Li, Gary W. Meyer, and R. Victor Klassen. A Comparison of Two Image Quality Models. Human Vision and Electronic Imaging III, Bernice E. Rogowitz and Thrasyvoulos N. Pappas, Editors, Proc. SPIE 3299, 98-109, 1998

Abstract
In recent years a numb er of dierent vision mo dels have b een prop osed to assist in the evaluation of image quality However there have b een few attempts to indep endently evaluate these mo dels and to make comparisons b etween them In this pap er we rst summarize the work that has b een done in image quality mo deling We then select two of the leading image quality mo dels the Daly Visible Dierences Predictor and the Sarno Visual Discrimination Mo del for further study We b egin by describing our implementation which was done from the published pap ers of each of the mo dels We next discuss the similarities and the dierences b etween the two mo dels The pap er ends with a summary of the imp ortant advantages of each approach The comparison of these two mo dels is presented in the context of our research interests which are image quality evaluation for b oth computer imaging and computer graphics tasks The pap er includes illustrations drawn from these two areas

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A Visual Difference Metric for Realistic Image Synthesis

Citation
Mark R. Bolin and Gary W. Meyer. A Visual Difference Metric for Realistic Image Synthesis. Human Vision and Electronic Imaging IV, Bernice E. Rogowitz and Thrasyvoulos N. Pappas, Editors, Proc. SPIE 3644, 106-120, 1999

Abstract
An accurate and e±cient model of human perception has been developed to control the placement of samples in a realistic image synthesis algorithm. Previous sampling techniques have sought to spread the error equally across the image plane. However, this approach neglects the fact that the renderings are intended to be displayed for a human observer. The human visual system has a varying sensitivity to error that is based upon the viewing context. This means that equivalent optical discrepancies can be very obvious in one situation and imperceptible in another. It is ultimately the perceptibility of this error that governs image quality and should be used as the basis of a sampling algorithm. This paper focuses on a simpli¯ed version of the Lubin Visual Discrimination Metric (VDM) that was developed for insertion into an image synthesis algorithm. The simpli¯ed VDM makes use of a Haar wavelet basis for the cortical transform and a less severe spatial pooling operation. The model was extended for color including the e®ects of chromatic aberration. Comparisons are made between the execution time and visual di®erence map for the original Lubin and simpli¯ed visual di®erence metrics. Results from the realistic image synthesis algorithm are also presented.

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Implementation of a Visual Difference Metric Using Commodity Graphics Hardware

Citation
Jered E. Windsheimer and Gary W. Meyer. Implementation of a Visual Difference Metric Using Commodity Graphics Hardware. Human Vision and Electronic Imaging IX, Bernice E. Rogowitz and Thrasyvoulos N. Pappas, Editors, Proc. SPIE 5292, 150-161, 2004.

Abstract
Recent improvements in Graphics Processing Units (GPUs) make it possible to execute complex image-processing tasks on commodity video cards. The vertex and pixel pipelines of modern GPUs are reprogrammable using high-level programming languages to accomplish almost any task a CPU can perform. Additionally, GPUs are designed to execute vector and matrix operations at high speeds with high parallelism. GPUs now support full floating-point precision in each color channel, allowing techniques that require such precision to be more easily supported than in the past. This paper reviews the development of a complete implementation of the Sarnoff Visual Discrimination Model (VDM) that executes almost exclusively upon the GPU. This implementation takes advantage of several properties of modern GPUs to improve the running time by an order of magnitude compared to the CPU implementations. An interactive version of the VDM allows the user to explore, in near real time, the significance of various pictorial artifacts.

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VR Spray Painting for Training and Design

Citation
Jonathan Konieczny, Gary Meyer, Clement Shimizu, John Heckman, Mark Manyen, and Marty Rabens. VR Spray Painting for Training and Design. VRST 2008: 15th ACM Symposium on Virtual Reality Software and Technology, 293-294, 2008

Abstract
A system is introduced for the simulation of spray painting. Head mounted display goggles are combined with a tracking system to al- low users to paint a virtual surface with a spray gun. Ray tracing is used to simulate droplets landing on the surface of the object, allow- ing arbitrary shapes and spray gun patterns to be used. This system is combined with previous research on spray gun characteristics to provide a realistic simulation of the spray paint including the effects of viscosity, air pressure, and paint pressure. The simulation pro- vides two different output modes: a non-photorealistic display that gives a visual representation of how much paint has landed on the surface, and a photorealistic simulation of how the paint would ac- tually look on the object once it dried. Useful feedback values such as overspray are given. Experiments were performed to validate the system.

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Color Defective Vision and Computer Graphics Displays

Citation
Gary W. Meyer and Donald P. Greenberg. Color Defective Vision and Computer Graphics Displays. IEEE Computer Graphics and Applications, 8:28-40, 1988.

Abstract
The fundamental spectral sensitivity functions of the human visual system define a color space that can help in designing better color user interfaces. In particular, this color space makes it possible to accommodate individuals with color-deficient vision. To screen poten- tial users of computer graphics systems, traditional color vision tests, such as the Farnsworth-Munsell 100-hue test, can be implemented using a digitally con- trolled color television monitor, and these tests can be extended in ways that improve the specificity of their diagnoses. To assist in the design of computer graphics displays, a picture of the world as seen by color- deficient observers can be synthesized, and guidelines can be given for the selection of colors to be presented to color-deficient observers.

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Computer Rendering and Visual Detection of Orange Peel

Citation
Jonathan Konieczny and Gary W. Meyer. Computer Rendering and Visual Detection of Orange Peel. to appear in Journal of Coatings Technology and Research.

Abstract
The computer graphic simulation of a com-mon spray painting artifact, called orange peel, is discussed. Orange peel distorts surface reflections and is commonplace in product design applications. The orange peel measurements from a standard industrial instrument are used to construct a height field, and this surface is rendered using traditional normal mapping techniques. Comparisons are made between real pan-els with orange peel and simulations of those panels. A simple visual model for detecting the presence of orange peel is also presented and evaluated. User testing of the model confirms that orange peel is more visible on dark paint colors than on light paint colors. The latter outcome suggests that to minimize applica-tion time, but still keep orange peel below visual threshold, paint application systems should be de-signed to take paint color into account.

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Perceptual Color Spaces for Computer Graphics

Citation
Gary W. Meyer and Donald P. Greenberg. Perceptual Color Spaces for Computer Graphics. Proceedings of SIGGRAPH’80, 254-261, 1980.

Abstract
Perceptually uniform color spaces can be a useful tool for solving computer graphics color selection prob- lems. However, before they can be used effectively some basic principles of tristimulus colorimetry must be understood and the color reproduction device on which they are to be used must be properly adjusted. The Munsell Book of Color and the Optical Society of America (OSA) Uniform Color Scale are two uniform color spaces which provide a useful way of organizing the colors of a digitally controlled color television moni- tor. The perceptual uniformity of these color spaces can be used to select color scales to encode the vari- ations of parameters such as temperature or stress.

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Wavelength Dependent Reflectance Functions

Citation
Jay S. Gondek, Gary W. Meyer, and Jonathan G. Newman. Wavelength Dependent Reflectance Functions. Proceedings of SIGGRAPH’94, 213-220, 1994.

Abstract
A wavelength based bidirectional reflectance function is developed for use in realistic image synthesis. A geodesic sphere is employed to represent the BRDF, and a novel data structure is used to store this description and to recall it for rendering purposes. A virtual goniospectrophotometer is implemented by using a Monte Carlo ray tracer to cast rays into a surface. An optics model that incorpo-rates phase is used in the ray tracer to simulate interference effects. An adaptive subdivision technique is applied to elaborate the data structure from rays scattered into the hemisphere above the surface. The wavelength based BRDF and virtual goniospectrophotometer are utilized to analyze and make pictures of thin films, idealized pigmented materials, and pearlescent paints.

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Applying Appearance Standards to Light Reflection Models

Citation
Harold B. Westlund and Gary W. Meyer. Applying Appearance Standards to Light Reflection Models. Proceedings of SIGGRAPH’01, 501-510, 2001

Abstract
Appearance standards for gloss, haze, and goniochromatic color are applied to computer graphic reflection models. Correspondences are derived between both the gloss and haze standards and the specular exponent of the Phong model, the surface roughness of the Ward model, and the surface roughness of the Cook-Torrance model. Metallic and pearlescent colors are rendered using three aspecular measurements defined in a proposed standard for go-niochromatic color. The reflection models for gloss and goniochro-matic color are combined to synthesize pictures of clear coated au-tomotive paint. Advantages of using appearance standards to select reflection model parameters include the small number of required measurements and the inexpensive commercially available instru-ments necessary to acquire the data. The use of a standard appear-ance scale also provides a more intuitive way of selecting the reflec-tion model parameters and a reflection model independent method of specifying appearance.

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An Experimental Evaluation of Computer Graphics Imagery

Citation
Gary W. Meyer, Holly E. Rushmeier, Michael F. Cohen, Donald P. Greenberg, and Kenneth E. Torrance. An Experimental Evaluation of Computer Graphics Imagery. ACM Transactions on Graphics, 5:30-50, 1986

Abstract
Accurate simulation of light propagation within an environment and perceptually based imaging techniques are necessary for the creation of realistic images. A physical experiment that verifies the simulation of reflected light intensities for diffuse environments was conducted. Measurements of radiant energy flux densities are compared with predictions using the radiosity method for those physical environments. By using color science procedures the results of the light model simulation are then transformed to produce a color television image. The final image compares favorably with the original physical model. The experiment indicates that, when the physical model and the simulation were viewed through a view camera, subjects could not distinguish between them. The results and comparison of both test procedures are presented within this paper.

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Modeling Pigmented Materials for Realistic Image Synthesis

Citation
Chet S. Haase and Gary W. Meyer. Modeling Pigmented Materials for Realistic Image Synthesis. ACM Transactions on Graphics, 11:305-335, 1992

Abstract
This article discusses and applies the Kuhelka Munk theory of pigment mixing to computer graphics in order to facilitate improved image synthesis. The theories of additive and subtractive color m]xing arc discussed and are shown to be insufficient for pigmented materials. The Kubclka Munk theory of pigment mixing is developed and the relevant equations arc derived. pigmer]t mixing experiments are performed and the results are displayed on cokw tekm’ision monitors. A paint program that uscs Kubelka Munk theory to mix real pigments is presented. Theories of color matching with pigments are extended to determine rcflectances for use in realistic image synthesis.

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Visual Cues and Pictorial Limitations in Photorealistic Images

Citation
Chet S. Haase and Gary W. Meyer. Modeling Pigmented Materials for Realistic Image Synthesis. ACM Transactions on Graphics, 11:305-335, 1992

Abstract
The limitations of two-dimensional pic- tures as representations for reality are dis- cussed. A review is made of the perceptual cues necessary to convey a sense of real- ism. These cues include, but are not limited to, binocular disparity, field of view, ac- commodation, vergence, and chromatic adaptation. Examples are given of how the physical characteristics of two-dimension- al pictures limit the use of these cues in computer-graphic images. Techniques de- veloped by artists and photographers to overcome some of these limitations are discussed.

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Shadow Mapping and Visual Masking in Level of Detail Systems

Abstract
This paper examines the effects of real-time lighting and shadows on the perception of low detail three-dimensional models. It does so through the creation of a simulated slide projector that can be used to study the masking effect of textures in a level of detail system. Surface textures have long been known to have an effect on a viewer’s perception of model detail, but since surface textures are generally static, they are of little use in dynamic LOD systems. This paper looks at how a dynamically changing projected texture, in the form of a simulated slide projector with realistic real-time shadow generation, affects model detail perception. The results of this experiment show that light and shadow falling on a model can have a dramatic effect on the perceived quality of models, which could allow such factors to be taken into account when developing a sophisticated level of detail system.

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An Analysis and Comparison of Two Visual Discrimination Models

Abstract
Visual models are often used to analyze the performance of image processing systems Two of the leading models are the Daly and the Sarno model whichhave been designed to predict the visibility of luminance di erences between static input images They accomplish this by attempting to reproduce the functional responses of every physiological mechanism in the visual pathway of the brain These two models are based on the same set of psychophysical facts about human vision Therefore they have a similar basic architecture and some similar mechanistic features However the Daly and the Sarno models take totally di er ent approaches to modeling visual perception the frequency domain approachand the spatial domain approach respectively A comparison of these two models is made based on a detailed description of v their structures and on detection test results Similarities and di erences of both models are discussed along with their strengths and weaknesses

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A Data Flow Approach to Color Gamut Visualization

Abstract
Software has been developed to help engineers visualize the gamuts of color hardcopy devices. Software modules have been written so that color gamuts and color space transformations can be explored using a scientific visualization program. Tools have been created that allow the user to accentuate the differences between gamuts and to interact with the displayed data. The data flow architecture of the program makes it easy to add more color gamuts and to investigate additional color transformations.

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A Visualization System for Bidirectional Reflectance Distribution Functions

Abstract
Electromagnetic radiation is scattered by the interfaces it encounters. This scattering can be mathematically described using the Bidirectional Reflectance Distribution Function (BRDF). BRDFs are studied in many fields, and the diverse BRDF literature was surveyed with the goal of developing a software library of BRDF representation schemes. The Oregon BRDF Library was subsequently employed in the construction of a visualization tool that is useful for both research and education. This tool, known as BRDFvis, was built using Advanced Visual Systems Inc. Express. BRDFvis permits interactive viewing of the scatter predicted by the models present in the Oregon BRDF Library as well as reflectance distributions stored in a database of measured samples. The Nonconventional Exploitation Factors (NEF) database and the Oregon BRDF Library models were then used to generate images.

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Appearance Based Rendering

Abstract
Industry standard methods for measuring appearance are applied to realistic image synthesis. Two appearance attributes, gloss and haze, are known to be determined by the shape of the specular reflection lobe. Standards which specify the measurement of these two geometric appearance attributes are used to select BRDF model parameters for a number of computer graphics reflection models. The bi-directional reflectance distribution function (BRDF) of metallic and pearlescent paints can be characterized with only a few industry standard specular measurements. Using these measurements, a new computer graphics BRDF model is developed.

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An Inexpensive Method of Setting the Monitor White Point

Abstract
Calibrating a color television monitor in terms of the CIE XYZ color notation system has assumed an increasingly important role in computer graphics. This adjustment has been shown to be useful in applications as diverse as two-dimensional page layout for the graphics arts and three-dimensional realistic image synthesis for commercial animation. Part of the calibration process involves setting the individual brightness and contrast controls for the three monitor guns so that a white color with known chromaticity coordinates is produced whenever R = G = B (Meyer, 1990). Typically, this is thought to require an expensive color measurement device, such as a colorimeter or a color comparator.

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The Importance of Gun Balancing in Monitor Calibration

Abstract
The transformation from the RGB primaries of a television monitor to the CIE XYZ color notation system is usually formulated as a three by three matrix applied to a one by three vector. In the general case, however, this is not true because the black point of the monitor gamut is displaced from the origin of CIE XYZ space. An affine transformation is necessary to accommodate this translation of the monitor gamut, and this affine transformation can be reformulated as a four by three matrix times a one by four vector. Balancing the monitor guns so that they maintain the same luminance ratio over their entire dynamic range can minimize the error assuming a three by three transform when a four by three matrix is actually called for. This procedure also leads to improved calibration for applications where the front panel brightness and contrast controls will be adjusted.

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Color Spatial Acuity Control of a Screen Subdivision Image Synthesis Algorithm

Abstract
The limited color spatial acuity of the human visual system is exploited to develop a more efficient algorithm for realistic image synthesis. A screen subdivision ray tracer is modified to control the amount of chromatic and achromatic detail present at the edges is an environment. An opponents color space (previously used to select wavelengths for synthetic image generation) is used to define the chromatic and achromatic channels present in the image. Computational savings achieved by the algorithm are discussed. A perceptual evaluation shows that image quality is not seriously degraded by the use of technique.

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Newton's Colors : Simulating Interference Phenomena in Realistic Image Synthesis

Abstract
The laws of physics that govern thin film interference are reviewed and the colors in nature that are produced by this mechanism are simulated. An efficient technique for adjusting out of gamut colors is developed and is applied to the problem of synthesizing the highly saturated interference colors. Common examples of thin film interference are reproduced, including the iridescent colors created by multiple film layers.

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A Spectral Database for Realistic Image Synthesis

Abstract
A database for storing and searching spectral curves is presented. The database gives the user of a synthetic imaging system a means to select spectral reflectance, emittance, transmittance, and absorptance curves for use in the realistic image synthesis process. This provides an alternative to the usual synthesis process. This provides an alternative to the usual RGB and HSV interfaces that are typically used for image color selection and specification. The design of the database, the method of adding curves to it, and the techniques available for searching it are discussed.

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Wavelength Selection for Synthetic Image Generation

Abstract
The efficient synthesis of color in computer graphics is dependent on modeling the correct number and spacing of wavelengths across the visible spectrum. It has recently been shown that the opponent representation of the fundamental spectral sensitivity functions is optimal from the point of view of statistical communication theory. This result is used in this paper to guide the selection of wavelengths for synthetic image generation. Gaussian quadrature with the opponent fundamentals as weighting functions is used to choose the wavelengths. This approach is shown to be superior to using Gaussian quadrature with the fundamental spectral sensitivity functions or the CIE XYZ matching functions. The technique is evaluated by using color difference calculations and by comparisons between a real scene and a computer generated picture of that scene.

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Color Education and Color Synthesis in Computer Graphics

Abstract
The important role that color science plays in computer-graphics image synthesis is discussed. Simulated scenes of environments with diffuse and specular reflections as well as light scattering are used as examples to demonstrate how tristimulus colorimetry and color- naming systems are used in computer graphics. These examples also illustrate the need for color-science literacy in the field of computer graphics. Color-science educational software that has been developed to meet this need and that utlizes both vector-graphic and raster graphic devices is also described.

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Reproducing and Synthesizing Colour in Computer Graphics

Abstract
The use of color display devices in computer graphics is explored. First, some principles of color science are reviewed are reviewed. Next, RGB and NTSC monitors, the two most common color reproduction media used in computer graphics, are discussed. Finally, some of the color synthesis problems encountered in reproducing color collections, doing proper anti- aliasing, and making synthetic images are addressed.

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