81 research outputs found

    Illustrative interactive stipple rendering

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    Journal ArticleAbstract-Simulating hand-drawn illustration can succinctly express information in a manner that is communicative and informative. We present a framework for an interactive direct stipple rendering of volume and surface-based objects. By combining the principles of artistic and scientific illustration, we explore several feature enhancement techniques to create effective, interactive visualizations of scientific and medical data sets. We also introduce a rendering mechanism that generates appropriate point lists at all resolutions during an automatic preprocess and modifies rendering styles through different combinations of these feature enhancements. The new system is an effective way to interactively preview large, complex volume and surface data sets in a concise, meaningful, and illustrative manner. Stippling is effective for many applications and provides a quick and efficient method to investigate both volume and surface models

    Hyper-Realist Rendering: A Theoretical Framework

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    This is the first paper in a series on hyper-realist rendering. In this paper, we introduce the concept of hyper-realist rendering and present a theoretical framework to obtain hyper-realist images. We are using the term Hyper-realism as an umbrella word that captures all types of visual artifacts that can evoke an impression of reality. The hyper-realist artifacts are visual representations that are not necessarily created by following logical and physical principles and can still be perceived as representations of reality. This idea stems from the principles of representational arts, which attain visually acceptable renderings of scenes without implementing strict physical laws of optics and materials. The objective of this work is to demonstrate that it is possible to obtain visually acceptable illusions of reality by employing such artistic approaches. With representational art methods, we can even obtain an alternate illusion of reality that looks more real even when it is not real. This paper demonstrates that it is common to create illusions of reality in visual arts with examples of paintings by representational artists. We propose an approach to obtain expressive local and global illuminations to obtain these stylistic illusions with a set of well-defined and formal methods.Comment: 20 page

    Non-photorealistic volume rendering using stippling techniques

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    Journal ArticleSimulating hand-drawn illustration techniques can succinctly express information in a manner that is communicative and informative. We present a framework for an interactive direct volume illustration system that simulates traditional stipple drawing. By combining the principles of artistic and scientific illustration, we explore several feature enhancement techniques to create effective, interactive visualizations of scientific and medical datasets. We also introduce a rendering mechanism that generates appropriate point lists at all resolutions during an automatic preprocess, and modifies rendering styles through different combinations of these feature enhancements. The new system is an effective way to interactively preview large, complex volume datasets in a concise, meaningful, and illustrative manner. Volume stippling is effective for many applications and provides a quick and efficient method to investigate volume models

    A projective approach to computer-aided drawing

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2001.Includes bibliographical references (p. 92-95).I present a novel drawing system for composing and rendering perspective scenes. The proposed approach uses a projective two-dimensional representation for primitives rather than a conventional three-dimensional description. This representation is based on points that lie on the surface of a unit sphere centered at the viewpoint. It allows drawings to be composed with the same ease as traditional illustrations, while providing many of the advantages of a three-dimensional model. I describe a range of user-interface tools and interaction techniques that give the drawing system its three-dimensional-like capabilities. The system provides vanishing point guides and perspective grids to aid in drawing freehand strokes and composing perspective scenes. The system also has tools for intuitive navigation of a virtual camera, as well as methods for manipulating drawn primitives so that they appear to undergo three-dimensional translations and rotations. The new representation also supports automatic shading of primitives using either realistic or non-photorealistic styles. My system supports drawing and shading of extrusion surfaces with automatic hidden surface removal and emphasized silhouettes. Casting shadows from an infinite light source is also possible with minimal user intervention. I describe a method for aligning a sketch drawn outside the system using its vanishing points, allowing the integration of computer sketching and freehand sketching on paper in an iterative manner. Photographs and scanned drawings are applied to drawing primitives using conventional texture-mapping techniques, thereby enriching drawings and providing another way of incorporating hand-drawn images. I demonstrate the system with a variety of drawings.by Osama S. Tolba.Ph.D

    Procedural Generation and Rendering of Trees and Landscapes in the Style of Eyvind Earle

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    In this thesis I develop methods of generating digital 3D landscapes in the style of the artist, Eyvind Earle, who is perhaps most well-known for his art direction and background paintings on Sleeping Beauty. I develop a variety of trees and other terrain elements, each tailored to match the graphic shapes and rendered accordingly to match the style of reference artwork. Creation of both terrain and trees can be highly generative in nature – complex in a way that lends to being defined by a logical systematic approach. I provide procedural methods for matching the shapes of the objects, relying on noise, L-systems, and other constraints. In general, the process is divided into base geometry generation and shading details. Shading methods include simple custom shaders and geometry-based stippling and linework. The various systems are implemented in Side Effects Software’s Houdini as its procedural capabilities allows the creation of many scenes with the same tools
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