Non-Photorealistic Rendering Non-Photorealistic Rendering - - PDF document

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Non-Photorealistic Rendering Non-Photorealistic Rendering - - PDF document

Non-Photorealistic Rendering Non-Photorealistic Rendering Pen-and-Ink Illustrations Pen-and-Ink Illustrations Painterly Rendering Painterly Rendering Cartoon Shading Cartoon Shading Technical Illustrations Technical Illustrations Goals of


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1 Pen-and-Ink Illustrations Painterly Rendering Cartoon Shading Technical Illustrations Pen-and-Ink Illustrations Painterly Rendering Cartoon Shading Technical Illustrations

Non-Photorealistic Rendering Non-Photorealistic Rendering

Goals of Computer Graphics Goals of Computer Graphics

  • Traditional: Photorealism
  • Sometimes, we want more

– Cartoons – Artistic expression in paint, pen-and-ink – Technical illustrations – Scientific visualization

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Non-Photorealistic Rendering Non-Photorealistic Rendering

“A means of creating imagery that does not aspire to realism”

  • Stuart Green

David Gainey Cassidy Curtis 1998

Some NPR Categories Some NPR Categories

  • Pen-and-Ink illustration

– Techniques: cross-hatching, outlines, line art,etc.

  • Painterly rendering

– Styles: impressionist, expressionist, pointilist, etc.

  • Cartoons

– Effects: cartoon shading, distortion, etc.

  • Technical illustrations

– Characteristics: Matte shading, edge lines, etc.

  • Scientific visualization

– Methods: splatting, line drawing etc.

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Outline Outline

  • Pen-and-Ink Illustrations
  • Painterly Rendering
  • Cartoon Shading
  • Technical Illustrations

Pen-and-Ink Illustrations Pen-and-Ink Illustrations

  • Strokes

– Curved lines of varying thickness and density

  • Texture

– Character conveyed by collection of strokes

  • Tone

– Perceived gray level across image or segment

  • Outline

– Boundary lines that disambiguate structure

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Pen-and-Ink Example Pen-and-Ink Example

Winkenbach and Salesin 1994

Rendering Polygonal Surfaces Rendering Polygonal Surfaces

3D Model Lighting Visible Polygons Stroke Clipping Outline Drawing Camera Procedural Stroke Texture How much 3D information do we preserve? We will collect a reference image here to indicate desired tone (lightness or darkness) at each pixel

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Drawing Strokes Drawing Strokes

  • Stroke generated by moving along straight path
  • Stroke perturbed by

– Waviness function (straightness) – Pressure function (thickness)

Tone vs. Texture? Tone vs. Texture?

Winkenbach and Salesin 1994

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Answer: Prioritized Stroke Textures Answer: Prioritized Stroke Textures

  • Technique for limiting human intervention
  • Collection of strokes with associated priority
  • When rendering

– First draw highest priority only – If too light, draw next highest priority, etc. – Stop if proper tone is achieved

  • Procedural stroke textures
  • Support scaling

Stroke Texture Operations Stroke Texture Operations

Scaling Changing Viewing Direction (Anisotropic)

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Indication Indication

  • Selective addition of detail
  • Difficult to automate
  • User places detail segments interactively

Indication Example Indication Example

Bold strokes indicate detail segments With indication Without indication

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Outlines Outlines

  • Boundary or interior outlines
  • Accented outlines for shadowing and relief
  • Dependence on viewing direction
  • Suggest shadow direction

Rendering Parametric Surfaces Rendering Parametric Surfaces

  • Stroke orientation and density

– Place strokes along isoparameter lines – Choose density for desired tone – tone = width / spacing u v

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Stroke Width Stroke Width

  • Adjust stroke width retain uniform tone

Winkenbach and Salesin 1996

Parametric Surface Example Parametric Surface Example

Constant-density hatching Smooth shading with single light Longer smoother strokes for glass Environment mapping Update reflection coefficient

Standard rendering techniques are still important!

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Parametric Surface Example Parametric Surface Example

Winkenbach and Salesin 1996

Orientable Textures Orientable Textures

  • What if we don’t have a 3D model of the

scene?

  • Inputs

– Grayscale image to specify desired tone – Direction field – Stroke character

  • Output

– Stroke shaded image

Salisbury et al. 1997

Note that strokes are now b-splines

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Orientable Stroke Texture Example Orientable Stroke Texture Example

Salisbury et al. 1997

Rendering Strokes in Real-time Rendering Strokes in Real-time

Markosian et al. 1997 (video)

  • Back to 3D models, with a focus on real-time

results

WYSIWYG NPR .. Kalnins et al. 2002 (dvd)

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Way beyond pen and ink .. Strokes can be 3D geometry

[Kowalski et al., SIGGRAPH 99]

Way beyond pen and ink .. Strokes can be 3D geometry

[Kowalski et al., SIGGRAPH 99]

Art-Based Rendering of Fur, Grass and Trees

[Kowalski et al., SIGGRAPH 99]

Art-Based Rendering of Fur, Grass and Trees

[Kowalski et al., SIGGRAPH 99]

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Outline Outline

  • Pen-and-Ink Illustrations
  • Painterly Rendering
  • Cartoon Shading
  • Technical Illustrations

Painterly Rendering Painterly Rendering

  • From strokes to brush strokes ...
  • Automatic painting

– User provides input image or 3D model – User specifies painting parameters – Computer generates all strokes

  • Physical simulation

– Computer simulates media

  • Subject to controversy
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Automatic Painting Example Automatic Painting Example

Hertzmann 1998

Automatic Painting from Images Automatic Painting from Images

  • Start from color image: no 3D information
  • Paint in resolution-based layers

– Blur to current resolution – Select brush based on current resolution – Find area of largest error compared to real image – Place stroke – Increase resolution and repeat

  • Layers are painted coarse-to-fine
  • Styles controled by parameters
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Layered Painting Layered Painting

Blurring Adding detail with smaller strokes

Brush Strokes Brush Strokes

  • Start at point of maximal error

– Calculate difference between original image and image painted so far

  • Direction perpendicular to gradient

– Stroke tends to follow equally shaded area – Create stroke as a b-spline with a given color and thickness

  • Stopping criteria

– Difference between brush color and original image color exceeds threshold – Maximal stroke length reached

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Longer, Curved Brush Strokes Longer, Curved Brush Strokes Painting Styles Painting Styles

  • Style determined by parameters

– Approximation threshold (resemblance to source) – Brush sizes – Curvature filter (limit or exaggerate curvature) – Blur factor (more blur for “impressionistic” image) – Minimum and maximum stroke lengths (very short strokes for “pointillist”) – Opacity (low opacity for a wash like effect) – Grid size – Color jitter

  • Encapsulate parameter settings as style
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Some Styles Some Styles

  • “Impressionist”

– No random color, 4 · stroke length · 16 – Brush sizes 8, 4, 2; approximation threshold 100

  • “Expressionist”

– Random factor 0.5, 10 · stroke length · 16 – Brush sizes 8, 4, 2; approximation threshold 50

  • “Pointilist”

– Random factor ~0.75, 0 · stroke length · 0 – Brush sizes 4, 2; approximation threshold 100

  • Not convincing to artists

Style Examples Style Examples

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Physical Simulation Example Physical Simulation Example

Curtis et al. 1997, Computer Generated Watercolor

Computer-Generated Watercolor Computer-Generated Watercolor

  • Complex physical phenomena for artistic effect
  • Build simple approximations
  • Paper generation as random height field
  • Simulated effects
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Fluid Simulation Fluid Simulation

  • Use water velocity, viscosity, drag, pressure,

pigment concentration, paper gradient

  • Paper saturation and capacity

Interactive Painting Interactive Painting

  • Simulation

in progress Finished painting

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Outline Outline

  • Pen-and-Ink Illustrations
  • Painterly Rendering
  • Cartoon Shading
  • Technical Illustrations

Cartoon Shading Cartoon Shading

  • Shading model in 2D cartoon

– Use material color and shadow color – Present lighting cues, shape, and context

  • Stylistic
  • Used in many animated movies
  • Developing real-time techniques for games
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Cartoon Shading as Texture Map Cartoon Shading as Texture Map

  • Apply shading as 1D texture map

u=N·L

Carl Marshall 2000

Shading Variations Shading Variations

Flat shading Shadow Shadow + highlight

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Outline Outline

  • Pen-and-Ink Illustrations
  • Painterly Rendering
  • Cartoon Shading
  • Technical Illustrations

Technical Illustrations Technical Illustrations

  • Level of abstraction

– Accent important 3D properties – Dimish or eliminate extraneous details

  • Do not represent reality

Photo Ruppel 1995

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Conventions in Technical Illustrations Conventions in Technical Illustrations

  • Black edge lines
  • Cool to warm shading colors
  • Single light source; shadows rarely used

Technical Illustration Example Technical Illustration Example

Phong shading Metal shading (anisotropic) Edge lines Tone shading (cool to warm shift) Gooch et al. 1998 As in toon shading, paramter (n . l) determines choice of color

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Scientific Visualization Scientific Visualization

– Effective visualization of large, multidimensional datasets

Turk & Banks, “Image-Guided Streamline Placement,” SIGGRAPH 96

  • How to evaluate/define?
  • Smart graphics

– design from user’s perspective – with data? – HCI, AI, Perceptual studies

  • Artistic graphics

– beyond imitating – a way to create art work – how to assess?

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  • Doug DeCarlo, Anthony Santella.

Stylization and Abstraction of Photographs In SIGGRAPH 2002.

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  • — Carl Marshall
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Animating Traditional Pencil Drawings Animating Traditional Pencil Drawings

From SIGGRAPH 2003 course notes on NPR; Daniel Teece, Walt Disney Feature Animation

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Animating Traditional Pencil Drawings Animating Traditional Pencil Drawings

From SIGGRAPH 2003 course notes on NPR; Daniel Teece, Walt Disney Feature Animation