431 research outputs found

    Painterly rendering techniques: A state-of-the-art review of current approaches

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    In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd

    Separable Subsurface Scattering

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    In this paper, we propose two real-time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real-time production scenarios. Current state-of-the-art, real-time approaches simulate subsurface light transport by approximating the radially symmetric non-separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low-rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high-quality diffusion simulation, while the second one offers an attractive trade-off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance-sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post-processing steps without intrusive changes to existing rendering pipelines

    A Comprehensive Method for Liquid-to-Solid Interactions

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    Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.Fil: Bajo, Juan Miguel. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; ArgentinaFil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; ArgentinaFil: Patow, Gustavo. No especifíca

    Real-Time Realistic Skin Translucency

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    Towards Interactive Photorealistic Rendering

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    Crepuscular Rays for Tumor Accessibility Planning

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