71 research outputs found
Art Directed Watercolor Shader for Non-photorealistic Rendering with a Focus on Reflections
In this research, I demonstrated that emulating painterly reflections is impossible using
existing modeling, compositing and rendering software that does not provide programming
capabilities. To obtain painterly reflections, we need to emulate three aspects of
painterly reflections: (1) shape of reflections; (2) glossiness of reflections; and (3) colors
of reflections. The first two turn out to be relatively easy. However, despite the perceived
simplicity of color reproduction, the third one turned out to be hardest without developing
our own proprietary tools.
To demonstrate the difficulty, I have developed a shader using commercial rendering
and shading software that does not provide explicit programming power. I assigned my
shader as a surface material to 3D objects. Using my shader, I was able to create computer
generated watercolor style renderings without reflections. My shader provide rendering
effects such as diffuse, contours, specularity, shadow, and reflections. Although I can
faithfully emulate non-reflected regions of given water-color paintings, I demonstrate that
my shader cannot produce reflection colors that are faithful to colors of original reflections
A Process to Create Dynamic Landscape Paintings Using Barycentric Shading with Control Paintings
In this work, we present a process that uses a Barycentric shading method to create dynamic
landscape paintings that change based on the time of day. Our process allows for the creation of
dynamic paintings for any time of the day using simply a limited number of control paintings. To
create a proof of concept, we have used landscape paintings of Edgar Payne, one of the leading
landscape painters of the American West. His specific style of painting that blends Impressionism
with the style of other painters of the AmericanWest is particularly appropriate for the demonstration
of the power of our Barycentric shading method
Towards photo watercolorization with artistic verisimilitude
published_or_final_versio
Map Style Formalization: Rendering Techniques Extension for Cartography
International audienceCartographic design requires controllable methods and tools to produce maps that are adapted to users' needs and preferences. The formalized rules and constraints for cartographic representation come mainly from the conceptual framework of graphic semiology. Most current Geographical Information Systems (GIS) rely on the Styled Layer Descriptor and Semiology Encoding (SLD/SE) specifications which provide an XML schema describing the styling rules to be applied on geographic data to draw a map. Although this formalism is relevant for most usages in cartography, it fails to describe complex cartographic and artistic styles. In order to overcome these limitations, we propose an extension of the existing SLD/SE specifications to manage extended map stylizations, by the means of controllable expressive methods. Inspired by artistic and cartographic sources (Cassini maps, mountain maps, artistic movements, etc.), we propose to integrate into our system three main expressive methods: linear stylization, patch-based region filling and vector texture generation. We demonstrate how our pipeline allows to personalize map rendering with expressive methods in several examples
Art Directed Shader for Real Time Rendering - Interactive 3D Painting
In this work, I develop an approach to include Global Illumination (GI) effects in non-photorealistic real-time rendering; real-time rendering is one of the main areas of focus in the gaming industry and the booming virtual reality(VR) and augmented reality(AR) industries. My approach is based on adapting the Barycentric shader to create a wide variety of painting effects. This shader helps achieve the look of a 2D painting in an interactively rendered 3D scene. The shader accommodates robust computation to obtain artistic reflection and refraction. My contributions can be summarized as follows: Development of a generalized Barycentric shader that can provide artistic control, integration of this generalized Barycentric shader into an interactive ray tracer, and interactive rendering of a 3D scene that closely represent the reference painting
Shading with Painterly Filtered Layers: A Process to Obtain Painterly Portraits
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
A Process to Create Dynamic Landscape Paintings Using Barycentric Shading with Control Paintings
In this work, we present a process that uses a Barycentric shading method to create dynamic
landscape paintings that change based on the time of day. Our process allows for the creation of
dynamic paintings for any time of the day using simply a limited number of control paintings. To
create a proof of concept, we have used landscape paintings of Edgar Payne, one of the leading
landscape painters of the American West. His specific style of painting that blends Impressionism
with the style of other painters of the AmericanWest is particularly appropriate for the demonstration
of the power of our Barycentric shading method
A workflow for designing stylized shading effects
In this report, we describe a workflow for designing stylized shading effects on a 3D object, targeted at technical artists. Shading design, the process of making the illumination of an object in a 3D scene match an artist vision, is usually a time-consuming task because of the complex interactions between materials, geometry, and lighting environment. Physically based methods tend to provide an intuitive and coherent workflow for artists, but they are of limited use in the context of non-photorealistic shading styles. On the other hand, existing stylized shading techniques are either too specialized or require considerable hand-tuning of unintuitive parameters to give a satisfactory result. Our contribution is to separate the design process of individual shading effects in three independent stages: control of its global behavior on the object, addition of procedural details, and colorization. Inspired by the formulation of existing shading models, we expose different shading behaviors to the artist through parametrizations, which have a meaningful visual interpretation. Multiple shading effects can then be composited to obtain complex dynamic appearances. The proposed workflow is fully interactive, with real-time feedback, and allows the intuitive exploration of stylized shading effects, while keeping coherence under varying viewpoints and light configurations. Furthermore, our method makes use of the deferred shading technique, making it easily integrable in existing rendering pipelines.Dans ce rapport, nous décrivons un outil de création de modèles d'illumination adapté à la stylisation de scènes 3D. Contrairement aux modèles d'illumination photoréalistes, qui suivent des contraintes physiques, les modèles d'illumination stylisés répondent à des contraintes artistiques, souvent inspirées de la représentation de la lumière en illustration. Pour cela, la conception de ces modèles stylisés est souvent complexe et coûteuse en temps. De plus, ils doivent produire un résultat cohérent sous une multitude d'angles de vue et d'éclairages. Nous proposons une méthode qui facilite la création d'effets d'illumination stylisés, en décomposant le processus en trois parties indépendantes: contrôle du comportement global de l'illumination, ajout de détails procéduraux, et colorisation.Différents comportements d'illumination sont accessibles à travers des paramétrisations, qui ont une interprétation visuelle, et qui peuvent être combinées pour obtenir des apparences plus complexes. La méthode proposée est interactive, et permet l'exploration efficace de modèles d'illumination stylisés. La méthode est implémentée avec la technique de deferred shading, ce qui la rend facilement utilisable dans des pipelines de rendu existants
Hybridization of silhouette rendering and pen-and-ink illustration of non-photorealistic rendering technique for 3D object
This study proposes a hybrid of Non-photorealistic Rendering techniques. Nonphotorealistic Rendering (NPR) covers one part in computer graphics that caters towards generating many kinds of 2D digital art style from 3D data, for instance output that looks like painting and drawing. NPR includes the painterly, interpretative, expressive and artistic styles, among others. NPR research deal with different issues such as the stylization that are driven by human perception, the science and art that were brought together and being harmonized with techniques used. Some of approaches used in NPR were discussed such as cartoon rendering, watercolour painting, silhouette rendering, penand- ink illustration and so on. A plan for hybridization of NPR techniques is proposed between silhouette rendering techniques and pen-and-ink illustration for this study. The integration process of these rendering techniques takes on the lighting mapping and also the construction of colour region of the model in order to ensure the pen-and-ink illustration texture can be implemented into the object. The evaluation process is based on the visualization of the image from the hybridization process. Based on findings, the hybridization of NPR technique was able to create interesting results and considered as an alternative in producing new variety of visualization image in NPR
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