5,178 research outputs found

    The impact of the Netherlandish landscape tradition on poetry and painting in early modern England

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    Copyright © 2013 The University of Chicago Press.The relationship between poetry and painting has been one of the most debated issues in the history of criticism. The present article explores this problematic relationship in the context of sixteenth- and seventeenth-century England, taking into account theories of rhetoric, visual perception, and art. It analyzes a rare case in which a specific school of painting directly inspired poetry: in particular, the ways in which the Netherlandish landscape tradition influenced natural descriptions in the poem Poly-Olbion (1612, 1622) by Michael Drayton (1563–1631). Drayton — under the influence of the artistic principles of landscape depiction as explained in Henry Peacham’s art manuals, as well as of direct observation of Dutch and Flemish landscape prints and paintings — successfully managed to render pictorial landscapes into poetry. Through practical examples, this essay will thoroughly demonstrate that rhetoric is capable of emulating pictorial styles in a way that presupposes specialized art-historical knowledge, and that pictorialism can be the complex product as much of poetry and rhetoric as of painting and art-theoretical vocabulary

    Kaijus as environments: design & production of a colossal monster functioning as a boss level

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    Boss fights are a staple in most video game genres. They are milestones in the adventure, designed and intended to test the skills that the player has acquired throughout their adventure. In some cases, they even define the whole experience of the game, especially one type of enemy that has appeared in several instances and every genre: colossal bosses, monsters of giant proportions usually used as a matter of spectacle and a simple yet effective way to showcase the sheer power that players have achieved up until that point in the adventure. Titles like God of War, Shadow of the Colossus and even many Super Mario titles use this concept in their video games in imaginative ways to create Kaiju-like creatures working as a living environment the player has to traverse to defeat them. However, what is the process behind creating a colossal boss that works as a breathing environment, and how can it be achieved? This project aims to study the process of colossal boss creation and design and apply level design and asset creation. To do this, the author will investigate the main aspects and key-defining features of these bosses, analyzing the strengths and weaknesses of existing bosses in videogames such as God of War 3’s Cronos and Shadow of the Colossus and Solar Ash’s bosses in terms of art production and game design. From this study and following the art process for creating creatures in the video game industry, the author will conceptualize, design and produce a working, playable prototype of a boss fight, showcased in the final presentation

    Shading with Painterly Filtered Layers: A Process to Obtain Painterly Portraits

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    In this thesis, I study how color data from different styles of paintings can be extracted from photography with the end result maintaining the artistic integrity of the art style and having the look and feel of skin. My inspiration for this work came from the impasto style portraitures of painters such as Rembrandt and Greg Cartmell. I analyzed and studied the important visual characteristics of both Rembrandt’s and Cartmell’s styles of painting.These include how the artist develops shadow and shading, creates the illusion of subsurface scattering, and applies color to the canvas, which will be used as references to help develop the final renders in computer graphics. I also examined how color information can be extracted from portrait photography in order to gather accurate dark, medium, and light skin shades. Based on this analysis, I have developed a process for creating portrait paintings from 3D facial models. My process consists of four stages: (1) Modeling a 3D portrait of the subject, (2) data collection by photographing the subjects, (3) Barycentric shader development using photographs, and (4) Compositing with filtered layers. My contributions has been in stages (3) and (4) as follows: Development of an impasto-style Barycentric shader by extracting color information from gathered photographic images. This shader can result in realistic looking skin rendering. Development of a compositing technique that involves filtering layers of images that correspond to different effects such as diffuse, specular and ambient. To demonstrate proof-of-concept, I have created a few animations of the impasto style portrait painting for a single subject. For these animations, I have also sculpted high polygon count 3D model of the torso and head of my subject. Using my shading and compositing techniques, I have created rigid body animations that demonstrate the power of my techniques to obtain impasto style portraiture during animation under different lighting conditions

    Captain Eagle vs Doctor Catastrophe

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    This project is designed as a challenge for only two artists and no techs. As an animation, it pushes our artistic abilities without requiring extensive technical knowledge and can still be used in a portfolio

    Neural 3D Mesh Renderer

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    For modeling the 3D world behind 2D images, which 3D representation is most appropriate? A polygon mesh is a promising candidate for its compactness and geometric properties. However, it is not straightforward to model a polygon mesh from 2D images using neural networks because the conversion from a mesh to an image, or rendering, involves a discrete operation called rasterization, which prevents back-propagation. Therefore, in this work, we propose an approximate gradient for rasterization that enables the integration of rendering into neural networks. Using this renderer, we perform single-image 3D mesh reconstruction with silhouette image supervision and our system outperforms the existing voxel-based approach. Additionally, we perform gradient-based 3D mesh editing operations, such as 2D-to-3D style transfer and 3D DeepDream, with 2D supervision for the first time. These applications demonstrate the potential of the integration of a mesh renderer into neural networks and the effectiveness of our proposed renderer

    Visual Aesthetics in Digital Games: A Comparative Analysis Between Photorealism and Stylized Graphicsgraphics

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    This dissertation starts from the assumption that every digital game has some kind of visual display. Based on that, it investigates photorealistic and stylized graphics, two popular visual styles in digital games, in order to comprehend the process of creating a prototype that incorporates those styles, as well as the technological artistic challenges of implementing each style in a solo development scenario, with the goal of assisting in the practice of designing this type of content. A literature review on digital game appearance and the development of both photorealistic and stylized styles was conducted to ground the development of a prototype. The result of the prototype creation is documented, so its findings can lead to the expansion of knowledge that can be used in practice and can inform practitioners and other designers

    Patch-based 3D Natural Scene Generation from a Single Example

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    We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.Comment: 23 pages, 26 figures, accepted by CVPR 2023. Project page: http://weiyuli.xyz/Sin3DGen
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