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Illustrating smooth surfaces - (??)
AuthorsA. Hertzmann, D. Zorin
LanguageEnglish
Typepublic
Url
Summary We present a new set of algorithms for line-art rendering of smooth surfaces. We introduce an efficient, deterministic algorithm for finding silhouettes based on geometric duality, and an algorithm for segmenting the silhouette curves into smooth parts with con-stant visibility. These methods can be used to find all silhouettes in real time in software. We present an automatic method for generat-ing hatch marks in order to convey surface shape. We demonstrate these algorithms with a drawing style inspired by A Topological Picturebook by G. Francis.
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Computer-Generated Pen-and-Ink Illustration - (??)
AuthorsG. Winkenbach, D.H. Salesin
LanguageEnglish
Typepublic
Url
Summary This paper describes the principles of tradional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces "stroke textures", which can be used for achieving both thexture and tone with line drawing. Stroke textures also allow resolution-dependant rendering, in which the choice of strokes used in an illustration is appropriatly tied to the resolution of the target medium. We demonstrate these techniques using complex architectural models, including Frank Lloyd Wright's "Robie House".
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Stylized Rendering Techniques For Scalable Real-Time 3D Animation - (2000)
AuthorsA. Lake, C. Marshall, M. Harrist. M. Blackstein
LanguageEnglish
Typepublic
Url
Summary Researchers in nonphotorealistic rendering (NPR) have investigated a variety of techniques to simulate the styles of artists. Recent work has resulted in methods for pen-and-ink illustration, pencil sketching, watercolor, engraving, and silhouette edge rendering. This paper presents real-time methods to emulate cartoon styles. We also present variations on a texture mapping technique to achieve real-time pencil sketching. We demonstrate our method of inking silhouettes, material and mesh boundaries, and crease edges. In addition, we present techniques for emphasizing motion of cartoon objects by introducing geometry into the cartoon scene. The rendering system is integrated with an animation system and a runtime multi-resolution mesh (MRM) system to achieve scalability, ensuring real-time performance on any platform. Such solutions allow us to take advantage of evolving hardware in order to make nonphotorealistic animation and rendering achievable on low- and high-end consumer platforms. All of the techniques described can be applied to models created with standard modeling tools and require no additional mark-up information from the modeler.
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Creating Non-Photorealistic Images the Designer's Way - (2002)
AuthorsNick Halper, Stefan Schlechtweg, Thomas Strothotte
LanguageEnglish
Typepublic
Url
Summary We present a novel way for quickly and easily designing non-photorealistic images based on elementary operations which are linked together to create a variety of visual effects. Rather than mimicking a visual effect that an artist has already produced, we instead mimick the process undergone for the artist to produce that image. Compared to traditional approaches, this opens the possibil-ity to have the images created by users with no programming skills. We describe a modular system that makes these elementary opera-tios available to the user. A specially designed user interface allows for an easy and intuitive combination of these operations to create an image. Visual feedback is provided to the user at any time and for any stage in the process.
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Volume Illustration: Non-Photorealistic Rendering of Volume Models - (2000)
AuthorsDavid Ebert, Penny Rheingans
LanguageEnglish
Typepublic
Url
Summary Accurately and automatically conveying the structure of a volume model is a problem not fully solved by existing volume rendering approaches. Physics-based volume rendering approaches create images which may match the appearance of translucent materials in nature, but may not embody important structural details. Transfer function approaches allow flexible design of the volume appearance, but generally require substantial hand tuning for each new data set in order to be effective. We introduce the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using non-photorealistic rendering techniques. Since features to be enhanced are defined on the basis of local volume characteristics rather than volume sample value, the application of volume illustration techniques requires less manual tuning than the design of a good transfer function. Volume illustration provides a flexible unified framework for enhancing structural perception of volume models through the amplification of features and the addition of illumination effects.
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Line Direction Matters: An Argument For The Use Of Principal Directions In 3D Line Drawings - (2000)
AuthorsAhna Girshick, Victoria Interrante, Steven Haker, Todd Lemoine
LanguageEnglish
Typepublic
Url
Summary While many factors contribute to shape perception, psychological research indicates that the direction of lines on the surface may have an important influence. This is especially the case when other techniques (shading, silhouetting) do not present sufficient shape information. The psychology literature suggests that lines in the principal directions of curvature may communicate surface shape better than lines in other directions. Moreover, principal directions have the quality of geometric invariance so line directions are based on the surface geometry and are viewpoint and light source independent, and the lines do not move above over the surface during animation unless desired. In this work we describe principal direction line drawings which show the flow of curvature over the surface. The technique is presented for arbitrary surfaces represented by either 3D volume data or a polygonal surface mesh. The latter format is common in the field of computer graphics yet thus far has not been widely used for principal direction estimation. The methods offered in this paper can be used alone or in conjunction with other NPR techniques to improve artistic 3D renderings of arbitrary surfaces.
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Algorithms for Rendering in Artistic Styles - (2001)
AuthorsAaron Hertzmann
LanguageEnglish
Typepublic
Url
Summary We describe new algorithms and tools for generating paintings, illustrations, and anima-tion on a computer. These algorithms are designed to produce visually appealing and expressive images that look hand-painted or hand-drawn. In many contexts, painting and illustration have many advantages over photorealistic computer graphics, in aspects such as aesthetics, expression, and computational requirements. We explore three gen-eral strategies for non-photorealistic rendering: First, we describe explicit procedures for placing brush strokes. We begin with a painterly image processing algorithm inspired by painting with real physical media. This method produces images with a much greater subjective impression of looking hand-made than do earlier methods. By adjusting algorithm parameters, a variety of styles can be generated, such as styles inspired by the Impressionists and the Expres-sionists. This method is then extended to processing video, as demonstrated by painterly animations and an interactive installation. We then present a new style of line art illus-tration for smooth 3D surfaces. This style is designed to clearly convey surface shape, even for surfaces without predefined material properties or hatching directions. Next, we describe a new relaxation-based algorithm, in which we search for the painting that minimizes some energy function. In contrast to the first approach, we ide-ally only need to specify what we want, not how to directly compute it. The system allows as fine user control as desired: the user may interactively change the painting style, specify variations of style over an image, and/or add specific strokes to the paint-ing.
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Real-Time Nonphotorealistic Rendering - (1997)
AuthorsLee Markosian, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev, Daniel Goldstein, John F. Hughes
LanguageEnglish
Typepublic
Url
Summary Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an econ-omy of line. But current nonphotorealistic rendering is primarily a batch process. This paper presents a real-time nonphotorealistic renderer that deliberately trades accuracy and detail for speed. Our renderer uses a method for determining visible lines and surfaces which is a modification of Appel s hidden-line algorithm, with im-provements which are based on the topology of singular maps of a surface into the plane. The method we describe for determining visibility has the potential to be used in any NPR system that re-quires a description of visible lines or surfaces in the scene. The major contribution of this paper is thus to describe a tool which can significantly improve the performance of these systems. We demon-strate the system with several nonphotorealistic rendering styles, all of which operate on complex models at interactive frame rates.
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Line-Art Rendering of 3D-Models - (??)
AuthorsChristian Rư ossl, Leif Kobbelt
LanguageEnglish
Typepublic
Url
Summary We present an interactive system for computer aided generation of line art drawings to illustrate 3D mod- els that are given as triangulated surfaces. In a pre- processing step an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction elds and are used to de- ne line strokes. In order to reduce noise artifacts the user may interactively select sparse reference lines and the system will automatically ll in additional strokes. By exploiting the special structure of the streamlines an intuitive and simple tone mapping algorithm can be derived to generate the nal rendering.
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Using Non-Photorealistic Rendering to Communicate Shape - (1999)
AuthorsAmy Ashurst Gooch and Bruce Gooch
LanguageEnglish
Typepublic
Url
Summary The advent of photography and computer graphics has not replaced artists. Imagery generated by artists provides information about objects that may not be readily apparent in photographs or real life. The same goal should apply to computer-generated images. This is the driving force behind non-photorealistic rendering. The term non-photorealistic rendering (NPR) is applied to imagery that looks as though it was made by artists, such as pen-and-ink or watercolor. Many computer graphics researchers are exploring NPR techniques as an alternative to photorealistic rendering. More importantly, non-photorealistic rendering is now being acknowledged for its ability to communicate the shape and structure of complex models. Techniques which have long been used by artists can emphasize specific features, expose subtle shape attributes, omit extraneous information, and convey material properties. These artistic techniques are the result of an evolutionary process, refined over centuries. Therefore, imitating some of these artistic methods and exploring the perceptual psychology behind the techniques of artists are good first steps in going beyond photorealistic rendering. In these notes, we have gathered the ideas and methods from our previous work [11, 12, 13] to demonstrate how non-photorealistic rendering methods can be used to convey a more accurate representation of the shape and material properties of objects than traditional computer graphics methods. In order to demonstrate how non-photorealistic rendering can be used to communicate shape, we have explored computer-generated technical illustrations.
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View-Dependent Particles for Interactive Non-Photorealistic Rendering - (2002)
AuthorsDerek Cornish, Andrea Rowan, David Luebke
LanguageEnglish
Typepublic
Url
Summary We present a novel framework for non-photorealistic rendering (NPR) based on view-dependent geometric simplification techniques. Following a common thread in NPR research, we represent the model as a system of particles, which will be rendered as strokes in the final image and which may optionally overlay a polygonal surface. Our primary contribution is the use of a hierarchical view-dependent clustering algorithm to regulate the number and placement of these particles. This algorithm unifies several tasks common in artistic rendering, such as placing strokes, regulating the screen-space density of strokes, and ensuring inter-frame coherence in animated or interactive rendering. View-dependent callback functions determine which particles are rendered and how to render the associated strokes. The resulting framework is interactive and extremely flexible, letting users easily produce and experiment with many different art-based rendering styles.
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