Expressing Rendering for Interactive Applications Recent results - - PowerPoint PPT Presentation

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Expressing Rendering for Interactive Applications Recent results - - PowerPoint PPT Presentation

Expressing Rendering for Interactive Applications Recent results from two INRIA projects AERIS IPARLA A. Bousseau P. Barla J. Thollot X. Granier D. Vanderhaeghe R. Vergne (INRIA Grenoble) (INRIA Bordeaux) Expressive Rendering for


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SLIDE 1

Expressing Rendering for Interactive Applications

AERIS

  • A. Bousseau
  • J. Thollot
  • D. Vanderhaeghe

(INRIA Grenoble)

IPARLA

  • P. Barla
  • X. Granier
  • R. Vergne

(INRIA Bordeaux)

Recent results from two INRIA projects

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SLIDE 2

Expressive Rendering for Interactive Applications

AERIS

  • A. Bousseau
  • J. Thollot
  • D. Vanderhaeghe

(INRIA Grenoble)

IPARLA

  • P. Barla
  • X. Granier
  • R. Vergne

(INRIA Bordeaux)

Recent results from two INRIA projects

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SLIDE 3

Goals

  • New results in Expressive Rendering

– Known as NPR (Non-Photorealistic Rendering) – Focus on user control and expressivity – Well adapted to video game industry.

  • From two INRIA research teams

– AERIS in Grenoble – IPARLA in Bordeaux

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SLIDE 4

Presentation the two teams

  • AERIS

– INRIA Rhône-Alpes

  • Universités de Grenoble - CNRS

– Computer graphics – rendering – Previously known as ARTIS

  • IPARLA

– Computer graphics - 3D interaction / mobility – INRIA Bordeaux Sud-Ouest (01/01/2008)

  • Université de Bordeaux - CNRS
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SLIDE 5

Overview

  • Classical Toon/Cell Shading

– Color quantization – Static paper effects – Line drawing techniques

  • Our solutions: more expressive shading

– X-Toon – Dynamic canvas / Watercolorization – Dynamic drawing patterns / Shaded line drawings

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SLIDE 6

Classic toon/cell shading

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SLIDE 7

Toon Shading color quantization

0 1

N . L Simple shading

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N . L Toon shading

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SLIDE 8

Toon Shading advantages/limitations

  • Advantages

– Extremely simple to implement – Very fast in both software and hardware – Fully compatible with any lighting system

  • Limitations

– Only one control: the 1D texture – Only based on the illumination (1D parameter) – No paper or medium effect

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SLIDE 9

Paper effect trivial solutions

  • Paper/noise texture mapped on object surfaces

– Looks like a wallpaper rather than a canvas property

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SLIDE 10

Non-uniform frequency

video

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SLIDE 11

Paper effect trivial solutions

  • Paper/noise texture mapped on object surfaces

– Looks like a wallpaper rather than a canvas property

  • Paper/noise texture applied to the whole image

– Using texture sequences: no temporal coherence – Using a static texture: sliding, or shower door effect

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SLIDE 12

Shower door effect

video

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SLIDE 13

Line drawing existing techniques

  • Contours / Silhouettes

– Object space: N.V  0 – Image space: Z discontinuities

  • Ridges / Valleys

– Object space: curvature extrema – Image space: Normal discontinuities

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SLIDE 14

Line drawing advantages/limitations

  • Advantages

– Object and image space approaches – Can be combined to get more lines

  • Limitations

– Usually rendered directly, with no style – Patterns like hatching usually absent – Only geometric properties

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SLIDE 15

Ours results

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SLIDE 16

X-Toon [Barla et al. 2006] extended control

  • New degree of freedom

– Using 2D textures – First dimension:

  • lighting
  • any other 1D attribute

– Second dimension:

  • depth/orientation
  • any other 1D attribute

0 1 1

lighting depth

1

lighting

  • rientation
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SLIDE 17

X-Toon using depth

0 1 1

lighting depth

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SLIDE 18

X-Toon using depth : video

video

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SLIDE 19

Dynamic Canvas [Cunzi et al. 2003] paper effect

  • Simulation of paper

– grain / folding / ... – without shower door effect – with temporal coherence

  • Principles

– convert 3D to 2D

  • camera movement to texture translation/rotation/zoom

– infinite zoom

  • adding/removing some frequencies
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SLIDE 20

Dynamic Canvas video – 2D to 3D

video

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SLIDE 21

Dynamic Canvas video - results

video

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SLIDE 22

Watercolor effects

  • Effects

– non-uniform pigment density – edge darkening and wobbling – brush effects

  • Causes

– canvas and paper grain – water repartition – pigment flow and density – brush

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SLIDE 23

Interactive Watercolor [Bousseau et al. 2006] Abstraction

Quantization X-Toon

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SLIDE 24

Interactive Watercolor [Bousseau et al. 2006] Wobbling

Quantization Abstraction

Offset based

  • n gradient of

paper texture

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SLIDE 25

Interactive Watercolor [Bousseau et al. 2006] Contours

Wobbling Quantization Abstraction

Intensity change based

  • n gradient of

abstracted image

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SLIDE 26

Interactive Watercolor[Bousseau et al. 2006] pigments/turbulence/paper

Quantization Wobbling Contours Abstraction

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SLIDE 27

Pigment and Turbulence temporal coherence

  • Similar to dynamic canvas

– convert 3D movement of object in 2D movements – multiple textures attached to particles

  • particles on the object
  • 2D translations transferred to the textures

– infinite zoom on each texture

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SLIDE 28

Pigment and Turbulence temporal coherence

video

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SLIDE 29

Interactive Watercolor[Bousseau et al. 2006] complete pipeline

Quantization Wobbling Contours Abstraction medium

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SLIDE 30

Watercolor results

video

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SLIDE 31

Watercolor current status

  • Personalized style

– expressivity of X-Toon – pigment / turbulence / paper choice

  • Industrial transfer (with Studio Broceliande)

– new approach for a Maya plugin Graphanim – pending patent

  • Extension to video stylization [Bousseau et al 2007]

– abstraction using 2D + time segmentation – temporal coherence using optical flow http://www.studio-broceliande.com/

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SLIDE 32

Dynamic 2D patterns[Breslav et al. 2007]

  • Hatching / Stippling / ...

– Uniform in 2D space – No surface parametrization

  • Proposed approach

– Subdivide into patches – Attach particles to the mesh – 3D to 2D local conversion – Blending between the patches

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SLIDE 33

Dynamic 2D patterns [Breslav et al. 2007]

Video

http://code.google.com/p/jot-lib/

video

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SLIDE 34

Shape depiction [in progress] information map

  • Goals:

– Preserving characteristic features – Style independancy

  • Principle: using an information map

– Lighting adjustment – Modification of light direction (exaggerated shading) – Extraction of lines

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SLIDE 35

Shape depiction [in progress] using curvature map

Objet 3D original Information map (curvature) (curvature direction) X-Toon Rendering Processing, image space (2D) Information extraction

  • bject space (3D)
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SLIDE 36

Shape depiction [in progress] preliminary results

Ridges X-Toon black & white Exaggerated Lines Color adjustment Light adjustment X-Toon textures

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SLIDE 37

Other Results

  • verview
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SLIDE 38

Painterly rendering [ Vanderhaeghe et al. 2007]

  • Brush strokes larger than 1 pixel
  • Temporal Coherence

– 3D to 2D movement conversion (particles) – preservation of a uniform density

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SLIDE 39

Painterly rendering [ Vanderhaeghe et al. 2007]

  • Brush strokes larger than 1 pixel
  • Temporal Coherence

– 3D to 2D movement conversion (particles) – preservation of a uniform density

  • Style: user-defined strokes
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SLIDE 40

Motif Synthesis[ Barla et al. 2006]

  • Non-Uniform pattern

– Similar to texture synthesis – Using vectorial information

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SLIDE 41

Line simplification [ Barla et al. 2005]

Clustering Line creation

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SLIDE 42

Line simplification [ Barla et al. 2005]

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SLIDE 43

Conclusion recent results

  • Uniform 2D frequency

– Patterns / paper / pigment / .... – Temporal coherency

  • New styles

– X-toon / dynamic pattern / watercolor / painterly – User controls – Expressivity – Interactive

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SLIDE 44

Conclusion transfer / collaboration

  • We need you

– New research directions due to new problems

  • We think that we can provide some solutions
  • Different solutions

– Direct partenership – National fundings (ANVAR, ANR, ....) – Consulting – PhD students or internships

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SLIDE 45

Contacts and References

  • Contacts

– Pascal Barla

pascal.barla@inria.fr

– Xavier Granier

xavier.granier@inria.fr

– Joëlle Thollot

joelle.thollot@inria.fr

  • References

Dynamic Canvas for Non-Photorealistic Walktroughs [Cunzi et al. 2003]

Geometric Clustering for Line Drawing Simplification [Barla et al. 2005]

Stroke Pattern Analysis and Synthesis [Barla et al. 2005]

Interactive Watercolor Rendering with Temporal Coherence and Abstraction [Bousseau et al. 2006]

X-Toon: An extended toon shader [Barla et al. 2006]

Dynamic 2D Patterns for Shading 3D Scenes [Breslav et al. 2007]

Dynamic point distribution for stroke-based rendering [Vanderhaeghe et al. 2007]

Video Watercolorization using Bidirectional Texture Advection [Vanderhaeghe et al. 2007]

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SLIDE 46

More Materials

  • From NPR to Expressive Rendering
  • X-Toon results using orientation
  • Video

– painterly rendering – line simplification – information map – watercolor for videos

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SLIDE 47

From NPR to Expressive Rendering

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SLIDE 48

Non-Photorealistic Rendering (NPR)

  • Defined as the opposition to photorealism

– Illumination laws are not the only rules

  • Goal : « artistic »

– Classical styles

  • painting / drawing / engraving

– New styles

  • using the power of computers
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SLIDE 49

Expressive Rendering

  • Reveal different characteristics :

– Shape / Materials – Illumination

  • Goals : Expressiveness

– User controls – Legibility – Depiction [Durand 2002]

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SLIDE 50

X-Toon using orientation

0 1 1

lighting

  • rientation
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SLIDE 51

Painterly Rendering video

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Line simplification video

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SLIDE 53

Information map video

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SLIDE 54

Watercolorization of video video