409 research outputs found

    Computer Tool for Automatically Generated 3D Illustration in Real Time from Archaeological Scanned Pieces

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    [EN] The graphical documentation process of archaeological pieces requires the active involvement of a professional artist to recreate beautiful illustrations using a wide variety of expressive techniques. Frequently, the artist’s work is limited by the inconvenience of working only with the photographs of the pieces he is going to illustrate. This paper presents a software tool that allows the easy generation of illustrations in real time from 3D scanned models. The developed interface allows the user to simulate very elaborate artistic styles through the creation of diagrams by using the available virtual lights. The software processes the diagrams to render an illustration from any given angle or position. Among the available virtual lights, there are well known techniques as silhouettes enhancement, hatching or toon shading.[ES] El proceso de documentación gráfica de piezas arqueológicas requiere de la participación de un artista capaz de recrear ilustraciones empleando distintas técnicas expresivas. A menudo, la labor del artista se ve limitada por la inconveniencia de trabajar únicamente con fotografías de las piezas a ilustrar. En este artículo se presenta una herramienta informática que permite generar, de una forma sencilla e intuitiva, ilustraciones en tiempo real a partir de modelos 3D escaneados. La interfaz desarrollada permite al usuario simular elaborados estilos artísticos mediante la composición de esquemas de luces virtuales que el computador procesa para generar ilustraciones desde cualquier posición o ángulo. Entre las luces virtuales implementadas se encuentran técnicas bien conocidas como el dibujado de contornos, el rayado o el sombreado plano.Thanks to the Consejería de Innovación y Empresa of the Junta de Andalucía that has partially funded this article through the project of excellence PE09-TIC-5276Consejería de Innovación y Empresa of the Junta de Andalucía PE09-TIC-5276López, L.; Arroyo, G.; Martín, D. (2012). Computer Tool for Automatically Generated 3D Illustration in Real Time from Archaeological Scanned Pieces. Virtual Archaeology Review. 3(6):73-77. https://doi.org/10.4995/var.2012.4447OJS737736DECAUDIN, P. (1996): "Rendu de scènes 3D imitant le style ", Rapport de Recherche 2919, Institut National de Recherche en Informatique et en Automatique.DOSS, J. (2008): "Inking the Cube: Edge Detection with DIRECT 3D 10, [online] http://software.intel.com/en-us/articles/inking-thecube- edge-detection-with-direct3d-10/FREUDENBERG, B. (2003): Stroke-based Real-Time Halftoning Rendering. Ph. D. thesis, University of Magdeburg.HERMOSILLA, P. et al. (2009): "Single Pass GPU Stylized Edges", IV Iberoamerican Symposium in Computer Graphics - SIACG, pp. 1-8.LAKE, A. et al. (2000): "Stylized Rendering Techniques for Scalable Real-Time 3D Animation", NPAR2000: First International Symposium on Non-Photorealistic Animation and Rendering. http://dx.doi.org/10.1145/340916.340918MARTIN, D. et al. (2001): "Rendering Silhouettes with Virtual Lights". Computer Graphics Forum, vol. 20, nº 4, pp. 271-282. http://dx.doi.org/10.1111/1467-8659.00554ROST, R. J. et al (2009): "Open GL Shading Language 3rd Edition". Addison-Wesley.

    Real-Time Stylized Rendering for Large-Scale 3D Scenes

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    While modern digital entertainment has seen a major shift toward photorealism in animation, there is still significant demand for stylized rendering tools. Stylized, or non-photorealistic rendering (NPR), applications generally sacrifice physical accuracy for artistic or functional visual output. Oftentimes, NPR applications focus on extracting specific features from a 3D environment and highlighting them in a unique manner. One application of interest involves recreating 2D hand-drawn art styles in a 3D-modeled environment. This task poses challenges in the form of spatial coherence, feature extraction, and stroke line rendering. Previous research on this topic has also struggled to overcome specific performance bottlenecks, which have limited use of this technology in real-time applications. Specifically, many stylized rendering techniques have difficulty operating on large-scale scenes, such as open-world terrain environments. In this paper, we describe various novel rendering techniques for mimicking hand-drawn art styles in a large-scale 3D environment, including modifications to existing methods for stroke rendering and hatch-line texturing. Our system focuses on providing various complex styles while maintaining real-time performance, to maximize user-interactability. Our results demonstrate improved performance over existing real-time methods, and offer a few unique style options for users, though the system still suffers from some visual inconsistencies

    Interactive toon shading using mesh smoothing

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    Toon shading mimics the style of few colour bands and hence offers an effective way to convey the cartoon-style rendering. Despite an increasing amount of research on toon shading, little research has been reported on generation of toon shading style with more simplicity. In this paper, we present a method to create a simplified form of toon shading using mesh smoothing from 3D objects. The proposed method exploits the Laplacian smoothing to emphasise the simplicity of 3D objects. Motivated by simplified form of Phong lighting model, we create non-photorealistic style capable of enhancing the cartoonish appearance. An enhanced toon shading algorithm is applied on the simple 3D objects in order to convey more simple visual cues of tone. The experimental result reveals the ability of proposed method to produce more cartoonish simplistic effects

    A Process to Create Dynamic Landscape Paintings Using Barycentric Shading with Control Paintings

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    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
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