432 research outputs found
Procedural Generation and Rendering of Ink Bamboo Painting
This thesis describes an algorithm that generates various ink bamboo paintings. First, a completely procedural model is used to generate the geometric shape of bamboos. The model uses a grammar-like approach that recursively generates new parts of the bamboo in a randomized manner. The random parameters are bounded by rules that simulate the natural form of bamboo.
The structure of the bamboo is represented line segments with directions. Various ink stroke sprites of stalk, branch, or leaf shapes are mapped to line segments, using reverse mapping and bilinear sampling to eliminate aliasing effects. The sprites are mapped in different degrees of transparency to simulate the effect of various shades of ink produced by changes in forces when using an ink brush. Finally, a seal is applied to sign the work and enhance the visual effect.
The algorithm is implemented in Python 3 and can be run on any computer with the imageio library installed. The output of the program is saved in a PNG image file, which can be used for various types of illustrations. This model is able to produce unique images during every run, and would significantly reduce human labor in painting stylistically similar artworks of ink bamboo paintings
Chinese Ink-and-Brush Painting with Film Lighting Aesthetics in 3D Computer Graphics
This thesis explores the topic of recreating Chinese ink-and-brush painting in 3D computer graphics and introducing film lighting aesthetics into the result. The method is primarily based on non-photorealistic shader development and digital compositing. The goal of this research is to study how to bing the visual aesthetics of Chinese ink-and-brush painting into 3D computer graphics as well as explore the artistic possibility of using film lighting principles in Chinese painting for visual story telling by using 3D computer graphics.
In this research, we use the Jiangnan water country paintings by renowned contemporary Chinese artist Yang Ming-Yi as our primary visual reference. An analysis of the paintings is performed to study the visual characteristics of Yang's paintings. These include how the artist expresses shading, forms, shadow, reflection and compositing principles, which will be used as the guidelines for recreating the painting in computer graphics. 3D meshes are used to represent the subjects in the painting like houses, boats and water. Then procedural non-photorealistic shaders are developed and applied on 3D meshes to give the models an ink-look. Additionally, different types of 3D data are organized and rendered into different layers, which include shading, depth, and geometric information. Those layers are then composed together by using 2D image processing algorithms with custom artistic controls to achieve a more natural-looking ink-painting result.
As a result, a short animation of Chinese ink-and-brush painting in 3D computer graphics will be created in which the same environment is rendered with different lighting designs to demonstrate the artistic intention
An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)
"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."Doctor of Philosoph
Non-photorealistic rendering: a critical examination and proposed system.
In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design
community, generally condemned as novelties of little cultural worth ( i.e. they will not sell).
This is achieved by critically reviewing published systems that are naively described as Non-photorealistic
or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different.
The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system.
A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : -
• The Expressive Marks system
• Magic Painter system
• The Piranesi system (which includes the EPixel and Sketcher systems)
• A large portfolio of images generated throughout the exploration
DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design
We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored
for visual design scenarios. Recent T2I models like DALL-E 3 and others, have
demonstrated remarkable capabilities in generating photorealistic images that
align closely with textual inputs. While the allure of creating visually
captivating images is undeniable, our emphasis extends beyond mere aesthetic
pleasure. We aim to investigate the potential of using these powerful models in
authentic design contexts. In pursuit of this goal, we develop DEsignBench,
which incorporates test samples designed to assess T2I models on both "design
technical capability" and "design application scenario." Each of these two
dimensions is supported by a diverse set of specific design categories. We
explore DALL-E 3 together with other leading T2I models on DEsignBench,
resulting in a comprehensive visual gallery for side-by-side comparisons. For
DEsignBench benchmarking, we perform human evaluations on generated images in
DEsignBench gallery, against the criteria of image-text alignment, visual
aesthetic, and design creativity. Our evaluation also considers other
specialized design capabilities, including text rendering, layout composition,
color harmony, 3D design, and medium style. In addition to human evaluations,
we introduce the first automatic image generation evaluator powered by GPT-4V.
This evaluator provides ratings that align well with human judgments, while
being easily replicable and cost-efficient. A high-resolution version is
available at
https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=Comment: Project page at https://design-bench.github.io
Striking Chords II: Music in Ukiyo-e Prints (2022)
The theme of music in ukiyo-e prints has been explored by the RISD art history students for two semesters (fall 2021 and spring 2022) in a hands-on curatorial format. The resulting exhibition Striking Chords: Music in Ukiyo-e Prints, is on view at the RISD Museum from February through July 2022.
The spring semester project is virtual. However, the approach is similar – to comprehensively study music-related prints in the collection of the RISD Museum and to share the findings with interested audiences, albeit in digital format.
Nineteen prints have been selected. In the exhibition’s virtual space, they are displayed according to thematic areas. Those display areas include prints illustrating music played for leisure – sometimes solely for pleasure but occasionally for celebratory occurrences or for moral instruction. Another area shows prints associated with professional performers – actors of the kabuki theater, chanters of the puppet theater, or street entertainers. There are also sections dedicated to prints that depict music performed within mythical lore, or ceremonial music as well as martial music. ...
By close visual exploration of this selection of prints, by investigating circumstances of the scenes represented and peculiarities of the objects depicted, by striving to uncover cultural references imbedded in these images, by listening to music played on the instruments depicted students who curated this exhibition sought to come closer to the beautiful and intriguing world of ukiyo-e prints.
The sound continues for but a moment, ukiyo-e prints were designed as ephemera, but their resonance appears timeless. We hope that this exhibition’s virtual visitors will echo these sentiments. -- Foreword, Striking Chords II: Music in Ukiyo-e Prints
Contributing Authors
Leslie Berumen Flores, Alisa Boardman, Junyi Cao, Yuhi Chang, Connie Cheng, Meicheng Chi, Cyra Cupid, Monet Fukawa, Nina Hong, Ryan Hsiao, Rose Kim, Timothy Li, Jessica Lin, Baidurjya Madhav, Jae Nam, Maxton O\u27Connor, Jiyeon Park, Zhiying Shi, Hanna Suros, Milo Tomizawa, Kevin Wu, Jingjing Yang, Yisheng Yuan, Jiayun Carina Zhang, Zizheng Roye Zhang, Alex Jihao Zhu.https://digitalcommons.risd.edu/thad_studentwork_ukiyo-e_prints_exhibitioncatalogs/1009/thumbnail.jp
The Powell-Cotton Dioramas and the Re-interpretation of an Idyll
This research examines the natural habitat dioramas created by Major P.H.G. Powell-Cotton, in doing so
it affects a remembering of a sense of place where a diorama reflects in Mieke Bal's view a three-dimensionality
that draws on architectural space; it then considers the three dimensional representation of
the landscape within the diorama itself; the two-dimensional illusion of a trompe l'oeil landscape
painting; and the exterior space occupied by the viewer. The Powell-Cotton natural habitat dioramas exist
behind large glass screens their purpose follows an aesthetic relationship with the emergence of the
natural habitat diorama and the ability to transfix perception through the re-interpretation of an idyll. The
potential for this practice-based research was to explore the possibility of developing an aesthetic for
sculpture and architectural space. However in focussing on the Powell-Cotton dioramas the notion of
aesthetic attitude would lose ground due to their idiosyncratic, artificial, and extraordinary nature, it then
prepared the basis of interpretation in establishing 'theatres of landscape' as an open concept. With
landscape, a sense of place anticipates various positions and numerous delays; it recollects the cognitive
knowledge brought to the prospect that involves aspects in, of and about landscape. Regarding the
studio-based project, the diorama was placed between the real and the unreal, challenging Bal's rationale
of the cognitive relationship of a diorama to the concept of a discursive space. Where both artist and
viewer 'activates' this space with their presence, they bring their own recollection of landscape and by
assigning landscape with memory the potentiality is where cognition becomes accentuated. Whereas the
unknown and uncharted can refute reality, memory is dependent on what is known both formally and
informally, it places the natural habitat diorama in a visual system that is both constructive and
destructive. Therefore the research methodology examines the historical context of the diorama through a
doctoral thesis by Karen Wonders and an analysis of Louis Daguerre's diorama by Richard Altick.
Following Bal's analysis of the diorama, this created a dilemma - in what ways are the perceptions of the
observer determined, and how are they undermined? Jonathan Crary and Giuliana Bruno considered the
diorama's position in relation to film and film archaeology, which ultimately the diorama and natural
habitat diorama could not compete with. In asking what has Powell-Cotton's museum to offer in the 21st
century, this thesis examines the concept of a diorama, its objectives and correspondingly its failings. As
the dioramas in the Powell-Cotton Museum were undocumented, these dioramas and their written, visual
and architectural relationship to Louis Daguerre offer a contribution to knowledge concurrent with the
relationship of this practice based research project. Whereupon the research diary forms the basis of a
contribution to new knowledge in the construction of small and large-scale dioramas, sculpture and
installations. By challenging Bal's analysis this research practice would investigate natural and projected
light and the visual language of transparency, translucency and opacity in the representation of landscape
and landscape as motif, and progressing to the structural implications of 2D and 3D work
Art and Design: A Comprehensive Guide for Creative Artists
Art and Design: A Comprehensive Guide for Creative Artists was carefully written as a knowledge base for art and design training, schoolwork and practice. Indeed, learners who will use this book will surely have a good start and they will also increase their awareness of the diversity of art and design—outside the physical limits of a classroom.
We use Art and Design to learn about other people, their cultures and values; to communicate and to express our thoughts and feelings. Art can be used in different traditional ways like worships, adoration and ceremonies.
Art and Design, A Comprehensive Guide for Creative Artists provides it all with scholarly academic instructions associated with the needs of local people.
This book also argues that creative artists should remember to consider their actual application of ideas to practices. It provides feasible guidance to continuous working during school sessions and after classroom as a way of increasing learners' curiosities on every side of learning. Hence, maintain proficiency.
Art and Design, A Comprehensive Guide for Creative Artists has provided suggestions of ideas to artists especially art learners, with various ways of developing and producing artworks from available sources of inspirations, by encouraging experimentation and innovative thinking where there is scarcity during learning, let alone materials of art are expensive.
As a consequence of that, skills of creativity have been reinforced together with strategies of executing art by nurturing the learner to use found objects and local materials, tools and equipment—at some future time, a learning process shall reach the ambition of recycling
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