30 research outputs found

    Online Video Stream Abstraction and Stylization

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    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

    From rule-based to learning-based image-conditional image generation

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    Visual contents, such as movies, animations, computer games, videos and photos, are massively produced and consumed nowadays. Most of these contents are the combination of materials captured from real-world and contents synthesized by computers. Particularly, computer-generated visual contents are increasingly indispensable in modern entertainment and production. The generation of visual contents by computers is typically conditioned on real-world materials, driven by the imagination of designers and artists, or a combination of both. However, creating visual contents manually are both challenging and labor intensive. Therefore, enabling computers to automatically or semi-automatically synthesize needed visual contents becomes essential. Among all these efforts, a stream of research is to generate novel images based on given image priors, e.g., photos and sketches. This research direction is known as image-conditional image generation, which covers a wide range of topics such as image stylization, image completion, image fusion, sketch-to-image generation, and extracting image label maps. In this thesis, a set of novel approaches for image-conditional image generation are presented. The thesis starts with an exemplar-based method for facial image stylization in Chapter 2. This method involves a unified framework for facial image stylization based on a single style exemplar. A two-phase procedure is employed, where the first phase searches a dense and semantic-aware correspondence between the input and the exemplar images, and the second phase conducts edge-preserving texture transfer. While this algorithm has the merit of requiring only a single exemplar, it is constrained to face photos. To perform generalized image-to-image translation, Chapter 3 presents a data-driven and learning-based method. Inspired by the dual learning paradigm designed for natural language translation [115], a novel dual Generative Adversarial Network (DualGAN) mechanism is developed, which enables image translators to be trained from two sets of unlabeled images from two domains. This is followed by another data-driven method in Chapter 4, which learns multiscale manifolds from a set of images and then enables synthesizing novel images that mimic the appearance of the target image dataset. The method is named as Branched Generative Adversarial Network (BranchGAN) and employs a novel training method that enables unconditioned generative adversarial networks (GANs) to learn image manifolds at multiple scales. As a result, we can directly manipulate and even combine latent manifold codes that are associated with specific feature scales. Finally, to provide users more control over image generation results, Chapter 5 discusses an upgraded version of iGAN [126] (iGANHD) that significantly improves the art of manipulating high-resolution images through utilizing the multi-scale manifold learned with BranchGAN

    Designing Digital Art and Communication Tools Inspired by Traditional Craft

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    Ph.DDOCTOR OF PHILOSOPH

    Contours and contrast

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    Contrast in photographic and computer-generated imagery communicates colour and lightness differences that would be perceived when viewing the represented scene. Due to depiction constraints, the amount of displayable contrast is limited, reducing the image's ability to accurately represent the scene. A local contrast enhancement technique called unsharp masking can overcome these constraints by adding high-frequency contours to an image that increase its apparent contrast. In three novel algorithms inspired by unsharp masking, specialized local contrast enhancements are shown to overcome constraints of a limited dynamic range, overcome an achromatic palette, and to improve the rendering of 3D shapes and scenes. The Beyond Tone Mapping approach restores original HDR contrast to its tone mapped LDR counterpart by adding highfrequency colour contours to the LDR image while preserving its luminance. Apparent Greyscale is a multi-scale two-step technique that first converts colour images and video to greyscale according to their chromatic lightness, then restores diminished colour contrast with high-frequency luminance contours. Finally, 3D Unsharp Masking performs scene coherent enhancement by introducing 3D high-frequency luminance contours to emphasize the details, shapes, tonal range and spatial organization of a 3D scene within the rendering pipeline. As a perceptual justification, it is argued that a local contrast enhancement made with unsharp masking is related to the Cornsweet illusion, and that this may explain its effect on apparent contrast.Seit vielen Jahren ist die realistische Erzeugung von virtuellen Charakteren ein zentraler Teil der Computergraphikforschung. Dennoch blieben bisher einige Probleme ungelöst. Dazu zählt unter anderem die Erzeugung von Charakteranimationen, welche unter der Benutzung der traditionellen, skelettbasierten Ansätze immer noch zeitaufwändig sind. Eine weitere Herausforderung stellt auch die passive Erfassung von Schauspielern in alltäglicher Kleidung dar. Darüber hinaus existieren im Gegensatz zu den zahlreichen skelettbasierten Ansätzen nur wenige Methoden zur Verarbeitung und Veränderung von Netzanimationen. In dieser Arbeit präsentieren wir Algorithmen zur Lösung jeder dieser Aufgaben. Unser erster Ansatz besteht aus zwei Netz-basierten Verfahren zur Vereinfachung von Charakteranimationen. Obwohl das kinematische Skelett beiseite gelegt wird, können beide Verfahren direkt in die traditionelle Pipeline integriert werden, wobei die Erstellung von Animationen mit wirklichkeitsgetreuen Körperverformungen ermöglicht wird. Im Anschluss präsentieren wir drei passive Aufnahmemethoden für Körperbewegung und Schauspiel, die ein deformierbares 3D-Modell zur Repräsentation der Szene benutzen. Diese Methoden können zur gemeinsamen Rekonstruktion von zeit- und raummässig kohärenter Geometrie, Bewegung und Oberflächentexturen benutzt werden, die auch zeitlich veränderlich sein dürfen. Aufnahmen von lockerer und alltäglicher Kleidung sind dabei problemlos möglich. Darüber hinaus ermöglichen die qualitativ hochwertigen Rekonstruktionen die realistische Darstellung von 3D Video-Sequenzen. Schließlich werden zwei neuartige Algorithmen zur Verarbeitung von Netz-Animationen beschrieben. Während der erste Algorithmus die vollautomatische Umwandlung von Netz-Animationen in skelettbasierte Animationen ermöglicht, erlaubt der zweite die automatische Konvertierung von Netz-Animationen in so genannte Animations-Collagen, einem neuen Kunst-Stil zur Animationsdarstellung. Die in dieser Dissertation beschriebenen Methoden können als Lösungen spezieller Probleme, aber auch als wichtige Bausteine größerer Anwendungen betrachtet werden. Zusammengenommen bilden sie ein leistungsfähiges System zur akkuraten Erfassung, zur Manipulation und zum realistischen Rendern von künstlerischen Aufführungen, dessen Fähigkeiten über diejenigen vieler verwandter Capture-Techniken hinausgehen. Auf diese Weise können wir die Bewegung, die im Zeitverlauf variierenden Details und die Textur-Informationen eines Schauspielers erfassen und sie in eine mit vollständiger Information versehene Charakter-Animation umwandeln, die unmittelbar weiterverwendet werden kann, sich aber auch zur realistischen Darstellung des Schauspielers aus beliebigen Blickrichtungen eignet

    Cy Twombly. Image, Text, Paratext

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    The artworks of the US artist Cy Twombly (1928–2011) are considered to be hermetic and inaccessible. Pencil scribblings, explosions of paint, tumbling lines, overlapping layers of color, and inscriptions, geometrical figures, numerals, rows of numbers, words, fragments of quotations, and enigmatic work-titles present very special challenges to both researchers and viewers. In the interdisciplinary and transcultural research method of the Morphomata International Center for Advanced Studies at the University of Cologne, a conference was held in June 2012 that brought art historians together with renowned scholars of Egyptology, Archaeology, German, Greek, English, Japanese, and the Romance languages, i.e. all the fields and cultural spheres that were a source of inspiration for the œuvre of Cy Twombly. While these scholars inquire into the relation between title, work, and inscribed quotations, leading representatives of research on Twombly focus on the visual language and scriptural-imagistic quality of Cy Twombly’s work. Through comprehensive interpretations of famous single works and groups in all the artistic media employed by Twombly, the volume’s cross-disciplinary view opens up a route into the associative-referential visual language of Cy Twombly

    The Machine as Art/ The Machine as Artist

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    The articles collected in this volume from the two companion Arts Special Issues, “The Machine as Art (in the 20th Century)” and “The Machine as Artist (in the 21st Century)”, represent a unique scholarly resource: analyses by artists, scientists, and engineers, as well as art historians, covering not only the current (and astounding) rapprochement between art and technology but also the vital post-World War II period that has led up to it; this collection is also distinguished by several of the contributors being prominent individuals within their own fields, or as artists who have actually participated in the still unfolding events with which it is concerne
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