artistic stylization and rendering
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Artistic Stylization and Rendering Aaron Hertzmann Adobe Research - PowerPoint PPT Presentation

Artistic Stylization and Rendering Aaron Hertzmann Adobe Research San Francisco class Nullspace implements Constants, Cloneable { /** The rows of the nullspace */ Vector rows = new Vector(); /** A list of the variables currently contained


  1. Artistic Stylization and Rendering Aaron Hertzmann Adobe Research San Francisco

  2. class Nullspace implements Constants, Cloneable { /** The rows of the nullspace */ Vector rows = new Vector(); /** A list of the variables currently contained in the nullspace */ Vector variables = new Vector(); /** Add a constraint to the nullspace * * @param c The new constraint * @return True if the new constraint is already consistent with the * existing nullspace */ boolean add(Constraint c) { // Convert the Constraint into a Row // do this first to combine equivalent angles; might zero Row newRow = new Row(c); // Check if c contains any variables that the nullspace doesn't // If so, add them for(int i=0;i<newRow.sources.size();i++) { Object src = newRow.sources.elementAt(i); if (src instanceof AngleMeasure) src = ((AngleMeasure)src).getEquivalent(); if (variables.indexOf(src) < 0) addVariable(src); } int nk = rows.size(); // n-k = num vars - num constraints int[] Nx = new int[nk]; boolean zero = true; int pivot = -1; // compute N * x, where N is the nullspace and x is the new row for(int i=0;i<nk;i++) { Nx[i] = Row.dot((Row)rows.elementAt(i),newRow); if (Nx[i] != 0) { zero = false; pivot = i; } } // test if the new constraint was already consistent if (zero) return true;

  3. Litwinowicz 1997

  4. Input Image

  5. Hertzmann, SIGGRAPH 1998

  6. Hertzmann, NPAR 2000

  7. Non-photorealistic rendering: computer graphics and animation inspired by natural artistic media

  8. Research goals 1. Scientific models for art

  9. Research goals 2. Rendering algorithms

  10. Research goals 3. New artistic tools

  11. The development of art and technology have always gone hand-in-hand

  12. 3D Non-Photorealistic Rendering Smooth surface Occluding contours Stylized rendering

  13. Occluding Contours Weiss 1966

  14. Suggestive Contours Camera view Contours Contours+SC DeCarlo et al. SIGGRAPH 2003

  15. Studies on line drawing Cole et al. SIGGRAPH 2008

  16. Stylized Contour Algorithms [Grabli et al. 2010] [Eisemann et al. 2008] [Buchholz et al. 2011] [Kalnins et al. 2003] [Hertzmann and Zorin 2000]

  17. Bénard et al. NPAR 2012

  18. Disney’s Paperman

  19. Procedural methods Pro : lovely results, very controllable Cons : hard to design styles, 
 complex to implement

  20. What is texture?

  21. What is texture?

  22. Early Texture models Haralick 1973

  23. Higher-Order Statistics Portilla and Simoncelli 2000

  24. Higher-Order Statistics Portilla and Simoncelli 2000

  25. Higher-Order Statistics Portilla and Simoncelli 2000

  26. Higher-Order Statistics Portilla and Simoncelli 1999

  27. Patch-Based Texture Input texture Output texture Efros and Leung 1999

  28. Patch-Based Texture Input texture Output texture Efros and Leung 1999

  29. Input texture Output texture Efros and Leung 1999, Wei and Levoy 2000

  30. Results Efros and Leung 1999, Wei and Levoy 2000

  31. Curve stylization

  32. Curve Propagation Frame 1 ? 
 Frame 2

  33. Image Analogies Goal: Process an image by example ? : :: : A A’ B B’ Hertzmann et al. SIGGRAPH 2001

  34. : :: A A’ : B B’ Hertzmann et al. SIGGRAPH 2001

  35. : :: A A’ : B B’ Hertzmann et al. SIGGRAPH 2001

  36. Blur A’ A B B’ Hertzmann et al. SIGGRAPH 2001

  37. Superresolution Hertzmann et al. SIGGRAPH 2001

  38. Texture transfer (same texture) A A’ Closer to texture Closer to photo B B’s

  39. Color channels Input image Luminance Color channels

  40. Color channels Luminance Blurry color

  41. Color channels Blurry luminance Color channels

  42. Color transfer Input photo Example luminance Input luminance + Output 
 image Input colors Output luminance

  43. A A’ B B’

  44. : A A’ :: : B B’

  45. : A A’ :: : B B’

  46. Image Analogies for Animation Bénard et al. SIGGRAPH 2013

  47. StyLit Illumination-Guided Example-Based Stylization of 3D Renderings Ondřej Jamriška 1 Jakub Fišer 1 
 Michal Lukáč 1 Paul Asente 2 Eli Shechtman 2 Jingwan Lu 2 1 CTU in Prague, FEE 2 Adobe Daniel Sýkora 1 Research

  48. Neural texture

  49. Can we model statistical textures with neural networks?

  50. Texture synthesis Gatys et al., NIPS 2015

  51. Texture synthesis Gatys et al., NIPS 2015

  52. Neural stylization

  53. Neural Style Transfer

  54. Results

  55. Where are we? Procedural NPR Neural Patch-Based (Analogies) How do we get the best of each?

  56. Adding control to neural stylization

  57. Color Control - Color Preservation Gatys et al., arXiv 2016

  58. Color Preservation

  59. Color Preservation

  60. Color Control - Luminance Style Transfer (a) (b) Stylize Gatys et al., arXiv 2016

  61. Color Preservation

  62. Spatial Control Gatys et al., arXiv 2016

  63. Spatial Control Gatys et al., arXiv 2016

  64. Spatial Control No control Guidance Channels

  65. Spatial Control Gatys et al., arXiv 2016

  66. Neural animation

  67. Where are we? Procedural NPR Neural Patch-Based (Analogies) Open question: How do we get the best of each?

  68. Open problems How do we author images? Learning style from large datasets Detailed control of style Creating 3D animation Making the details look good Make the fast methods better What is style? What is texture?

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