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Non-Photorealistic Computer Graphics
Chapter 6 Simulating Natural Media and Artistic Techniques
Non-Photorealistic Computer Graphics Chapter 6 Simulating Natural - - PowerPoint PPT Presentation
_ University of Magdeburg _ Non-Photorealistic Computer Graphics Chapter 6 Simulating Natural Media and Artistic Techniques Simulating Natural Media and Artistic Techniques 1 _ University of Magdeburg _ Simulating the Artist?
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Chapter 6 Simulating Natural Media and Artistic Techniques
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especially also creative thinking.
factors.
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Arbitrariness suggests a choice made from a number of acceptable alternatives, randomness suggests a lack of consideration
Our goals:
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different effects which can be achieved
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1.1. Watercolor Effects
strokes with gaps and rugged edges by applying an almost dry brush
Paint cannot spread freely on dry paper due to adsorption and surface tension of water „drops“. Pigment migrates from the interior of a painted region towards its edges. Paint begins to dry there leaving a region with high pigment density at the edges
When a puddle of water spreads back into a damp region, the pigment is pushed along ist way resulting in complex, branching shapes.
effects resulting from different sizes of pigments
In wet-in-wet paintings, paint can spread freely resulting in soft, feathery shapes.
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1.2. Hairy Brushes
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1.2.1. The Brush
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1.2.2. The Stroke
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1.2.3. The Dip
determines visual effects
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1.2.4. The Paper
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1.2.5. Algorithm to Create an Image
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1.2.5.1. One Segment
A B C E F G H
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1.2.5.2. Fill the Quadrilateral
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1.2.6. Special Effects
t t t t
i i i i
1 1
1
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Steve Strassmann: „Hairy Brushes“ In: Proceedings of SIGGRAPH‟86, pp. 225-232
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1.2.7. Summary Hairy Brushes
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1.3. A Simulation Model
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1.3.1. Modeling the paper
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Detour: Cellular Automata
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state of the cell and a finite number of neighbouring cells
Informal definition: consists of a regular discrete lattice of cells
a regular lattice (the elements of which we call cells)
a finite set of states
a finite set (of size n = |N|) of neighbourhood indices such that c N, r L: c+r L
a transition function More formal definition: A CA is a 4-tuple (L, S, N, f)
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Red – burning Yellow – burnt down Green – growing / recovering
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the „canvas“ model
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1.3.2. The Canvas Model
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1.3.3. The Paint Model
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1.3.4. The Brush Model
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1.3.5. The Paint Process
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1.3.5.1. Prepare the Paper
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Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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1.3.5.2. For Each Stroke
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1.3.5.3. The Update Process
If a cell is filled with water, it will overflow and water is transferred to neighboring cells. Also overflowing water from neighboring cells is transferred to the given cell. The resulting amount of water in a cell is thus the pervious amount of water plus the sum of water flowing into that cell reduced by the amount of water flowing out of it.
N k k ij ij k ij ij
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Ink is transported with the water. The amount of ink transported depends on the ink concentration and the amount
N k k ij ij k ij ij
k k ij k ij k
ij ij k ij k ij
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After water and ink transfer, the ink concentration has to be balanced out since solutions of fluids tend to balance the concentration to the most stable state. Change of ink concentration depends on the diffusion coefficient of ink in water and the two cells where the balancing takes place.
Subtracting a quantity of water from the cell‟s contents each time step.
N k ij dk ij ij
k ij ij ij ij k k ij k ij k k ij dk
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1.3.6. Visualize the Contents of Each Cell
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Zhang, Sato, Takahashi, Muraoka, and Chiba: „Simple Cellular Automaton-based Simulation of Ink Behaviour and Its Application to Suibokuga-like 3D Rendering of Trees“. In: The Journal of Visualization and Computer Animation, vol. 10, no. 1, pp. 27-37, 1999.
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Zhang, Sato, Takahashi, Muraoka, and Chiba: „Simple Cellular Automaton-based Simulation of Ink Behaviour and Its Application to Suibokuga-like 3D Rendering of Trees“. In: The Journal of Visualization and Computer Animation, vol. 10, no. 1, pp. 27-37, 1999.
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Zhang, Sato, Takahashi, Muraoka, and Chiba: „Simple Cellular Automaton-based Simulation of Ink Behaviour and Its Application to Suibokuga-like 3D Rendering of Trees“. In: The Journal of Visualization and Computer Animation, vol. 10, no. 1, pp. 27-37, 1999.
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1.3.7. Summary (of this approach)
Paintings of Sumie. In Tosiyasu L. Kunii, editor, Modeling in Computer Graphics. Proceedings of the IFIP WG 5.10 Working Conference (Tokyo, April 1991), IFIP Series on Computer Graphics, pages 329-338, Tokyo, Berlin, Heidelberg, 1991. Springer-Verlag.
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1.4. Watercolor and Fluid Dynamics
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1.4.1. A Painting ...
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paper wash #1 wash #2 wash #n
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1.4.2. A Wash
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Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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1.4.3. Simulation Main Loop
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1.4.3.1. Moving Water
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1.4.3.2. Moving Pigments
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1.4.3.3. Transferring Pigment
1.4.3.4. Capillary Flow
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Hand-made watercolor strokes Simulated watercolor strokes Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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1.4.4. Visualization
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Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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Curtis, Anderson, Seims, Fleischer, and Salesin. „Computer-Generated Watercolor“. In: Proceedings of SIGGRAPH 97. pp. 421-430. 1997.
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1.4.5. Summary (of this approach)
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1.5. Conclusion (watercolor)
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2.1. The Microscopic Level
very hard pencils 4 : 5; very soft pencils 90 : 4
0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 9H 8H 7H 6H 5H 4H 3H 2H H F HB B 2B 3B 4B 5B 6B 7B 8B hard soft pencil type composition ratio graphite clay wax
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Different levels of magnification of a top view of paper
×50, empty paper ×50, soft pencil ×50, hard pencil ×200, empty paper ×200, soft pencil ×200, hard pencil
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Different levels of magnification of a cross sectional view of paper
×1000, empty paper ×1000, hard pencil ×2000, empty paper ×2000, soft pencil ×2000, hard pencil
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2.2. The Simulation
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2.2.1. The Pencil Model
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The model treats pencil tips as convex polygons with three or more edges.
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The higher a pressure coefficient, the more surface of the pencil comes into contact with the paper surface
Materials and Rendering“ PhD thesis. University of Alberta, 1999
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2.2.2. Paper Model
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2.2.2.1. A Grain
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amount Tv of lead
Tv = const = Fs
volume from the top by the lowest plane not cutting the grain and from below by the top surface of the grain
completely fill the volume of the grain
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2.2.2.2. Lead Distribution
v i i k k
T h h L
g
4 1
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2.2.3. Pencil-Paper-Interaction
the pen pressed into the paper?)
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defined by Dl
s 1 hard pencil soft pencil
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2.2.4. Final Amount of Lead
4 1 a i i k v k
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2.2.5. Visualization
needed to completely cover the paper„s surface Ft=Fs+Fv
t k k
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Hand-made pencil shadings (top) compared to simulation results.
Graphite Pencil Materials and Rendering“ PhD thesis. University of Alberta, 1999
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Graphite Pencil Materials and Rendering“ PhD thesis. University of Alberta, 1999
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2.3. Summary (Pencil Drawings)
Graphite Pencil Materials. Computer Graphics Forum, 19(1):27-49, 2000
Graphite Pencil Rendering of 3D Polygonal Models. In Pere Brunet and Roberto Scopigno, editors, Proceedings of EuroGraphics'99 (Milano, Italy, September1999), pages 195-207, Oxford, 1999. NCC Blackwell Ltd.
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3.1. Representation of the Involved Media
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3.2. Interaction Crayon-Paper
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wax deposition smearing
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1 foreach point Pi on the line segment P1P2 do 2 adjustCrayonHeight( Pi, M, f, L) 3 smearExistingWax( Pi, P1P2, M, L) 4 addNewWax( Pi, P1P2, f, M, C, L) 5 od
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Dave Rudolf, David Mould, and Eric Neufeld. Simulating Wax Crayons. In Jon Rolne, Reinhard Klein, and Wenping Wang, editors, Proceedings of Pacific Graphics 2003, pages 163- 175
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comparable to bleeding in water color
regions
neighborhood mask of the current cell
smearing coefficient calculated from
wax
crayon
Dave Rudolf, David Mould, and Eric Neufeld. Simulating Wax Crayons. In Jon Rolne, Reinhard Klein, and Wenping Wang, editors, Proceedings of Pacific Graphics 2003, pages 163-175
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3.3. Rendering
top: real crayons, bottom: simulation
Dave Rudolf, David Mould, and Eric Neufeld. Simulating Wax Crayons. In Jon Rolne, Reinhard Klein, and Wenping Wang, editors, Proceedings of Pacific Graphics 2003, pages 163-175
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Dave Rudolf, David Mould, and Eric Neufeld. Simulating Wax Crayons. In Jon Rolne, Reinhard Klein, and Wenping Wang, editors, Proceedings of Pacific Graphics 2003, pages 163-175
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Dave Rudolf, David Mould, and Eric Neufeld. Simulating Wax Crayons. In Jon Rolne, Reinhard Klein, and Wenping Wang, editors, Proceedings of Pacific Graphics 2003, pages 163-175
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3.4. Summay (Wax Crayons)
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4.1. Algorithm
2 until converged do 3 for each p in S, place a square pyramid with apex at p 4 rotate each pyramid about the z-axis to align it with the direction field (p) 5 render the pyramids with an orthogonal projection
6 compute the centroid of each Voronoi region 7 move each p to the centroid of its Voronoi region 8 od 9 draw a tile centered at each p, oriented along
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4.2. Direction Field
Edeg features (yellow) derived direction field
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initial Voronoi diagram with randomly placed tiles
“Simulating Decorative Mosaics”. In: Proceedings of SIGGRAPH 2001
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Voronoi diagram after 20 iterations
“Simulating Decorative Mosaics”. In: Proceedings of SIGGRAPH 2001
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4.3. Tile Variations
Tile colors represent color of the image region they cover. image sample at the given point average of the color of the covered region
Total tile area (sum of all tiles) corresponds to the image size. Image of hn pixels, n tiles legth of the side of a tile is: factor d accounts for packing inefficiency, d = 0.8 works fine
so fare square tiles rectangular tiles to emphasize the direction field computation: scaling the cone slopes non-uniformal
n hw d / d
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Voronoi diagram after edge avoidance
“Simulating Decorative Mosaics”. In: Proceedings of SIGGRAPH 2001
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final tiling, point samples for coloring
“Simulating Decorative Mosaics”. In: Proceedings of SIGGRAPH 2001
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2000 equal-sized tiles 2000 tiles in 3 sizes
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