30 research outputs found

    Shading with Painterly Filtered Layers: A Process to Obtain Painterly Portraits

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    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

    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

    The Poetry of Brecht

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    Though not a survey of Bertolt Brecht's poetry, this book covers the major periods in his work and most of its major themes as well. Each of the seven chapters deals with a segment from Brecht's considerably poetic opus. A central characteristic of Brecht's poetry is its dual function, as self-revelation and self-concealment. This emerges most clearly in the poet's relationship to his reader for whom Brecht dons a variety of guises, plays a variety of roles, and speaks in a variety of voices. Thomson's methodology is pluralist, although he includes a discussion of how reader-response theory can be harnessed to the task of interpreting Brecht's poetry. Various means of interpretation and analysis are used, depending on which seems to yield the most information and insight. The only reading of Brecht's poetry categorically refused is the one that accepts it at face value as a record of Brecht's life experience. Despite outward appearances, Brecht is a devious writer, and nowhere more so than in his poetry, where he most immediately presents himself to his public

    The Poetry of Brecht

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    Though not a survey of Bertolt Brecht's poetry, this book covers the major periods in his work and most of its major themes as well. Each of the seven chapters deals with a segment from Brecht's considerably poetic opus. A central characteristic of Brecht's poetry is its dual function, as self-revelation and self-concealment. This emerges most clearly in the poet's relationship to his reader for whom Brecht dons a variety of guises, plays a variety of roles, and speaks in a variety of voices. Thomson's methodology is pluralist, although he includes a discussion of how reader-response theory can be harnessed to the task of interpreting Brecht's poetry. Various means of interpretation and analysis are used, depending on which seems to yield the most information and insight. The only reading of Brecht's poetry categorically refused is the one that accepts it at face value as a record of Brecht's life experience. Despite outward appearances, Brecht is a devious writer, and nowhere more so than in his poetry, where he most immediately presents himself to his public

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes

    Visual Techniques for Geological Fieldwork Using Mobile Devices

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    Visual techniques in general and 3D visualisation in particular have seen considerable adoption within the last 30 years in the geosciences and geology. Techniques such as volume visualisation, for analysing subsurface processes, and photo-coloured LiDAR point-based rendering, to digitally explore rock exposures at the earth’s surface, were applied within geology as one of the first adopting branches of science. A large amount of digital, geological surface- and volume data is nowadays available to desktop-based workflows for geological applications such as hydrocarbon reservoir exploration, groundwater modelling, CO2 sequestration and, in the future, geothermal energy planning. On the other hand, the analysis and data collection during fieldwork has yet to embrace this ”digital revolution”: sedimentary logs, geological maps and stratigraphic sketches are still captured in each geologist’s individual fieldbook, and physical rocks samples are still transported to the lab for subsequent analysis. Is this still necessary, or are there extended digital means of data collection and exploration in the field ? Are modern digital interpretation techniques accurate and intuitive enough to relevantly support fieldwork in geology and other geoscience disciplines ? This dissertation aims to address these questions and, by doing so, close the technological gap between geological fieldwork and office workflows in geology. The emergence of mobile devices and their vast array of physical sensors, combined with touch-based user interfaces, high-resolution screens and digital cameras provide a possible digital platform that can be used by field geologists. Their ubiquitous availability increases the chances to adopt digital workflows in the field without additional, expensive equipment. The use of 3D data on mobile devices in the field is furthered by the availability of 3D digital outcrop models and the increasing ease of their acquisition. This dissertation assesses the prospects of adopting 3D visual techniques and mobile devices within field geology. The research of this dissertation uses previously acquired and processed digital outcrop models in the form of textured surfaces from optical remote sensing and photogrammetry. The scientific papers in this thesis present visual techniques and algorithms to map outcrop photographs in the field directly onto the surface models. Automatic mapping allows the projection of photo interpretations of stratigraphy and sedimentary facies on the 3D textured surface while providing the domain expert with simple-touse, intuitive tools for the photo interpretation itself. The developed visual approach, combining insight from all across the computer sciences dealing with visual information, merits into the mobile device Geological Registration and Interpretation Toolset (GRIT) app, which is assessed on an outcrop analogue study of the Saltwick Formation exposed at Whitby, North Yorkshire, UK. Although being applicable to a diversity of study scenarios within petroleum geology and the geosciences, the particular target application of the visual techniques is to easily provide field-based outcrop interpretations for subsequent construction of training images for multiple point statistics reservoir modelling, as envisaged within the VOM2MPS project. Despite the success and applicability of the visual approach, numerous drawbacks and probable future extensions are discussed in the thesis based on the conducted studies. Apart from elaborating on more obvious limitations originating from the use of mobile devices and their limited computing capabilities and sensor accuracies, a major contribution of this thesis is the careful analysis of conceptual drawbacks of established procedures in modelling, representing, constructing and disseminating the available surface geometry. A more mathematically-accurate geometric description of the underlying algebraic surfaces yields improvements and future applications unaddressed within the literature of geology and the computational geosciences to this date. Also, future extensions to the visual techniques proposed in this thesis allow for expanded analysis, 3D exploration and improved geological subsurface modelling in general.publishedVersio

    The Poetry of Brecht: Seven Studies

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    Though not a survey of Bertolt Brecht's poetry, this book covers the major periods in his work and most of its major themes as well. Each of the seven chapters deals with a segment from Brecht's considerably poetic opus. A central characteristic of Brecht's poetry is its dual function, as self-revelation and self-concealment. This emerges most clearly in the poet's relationship to his reader for whom Brecht dons a variety of guises, plays a variety of roles, and speaks in a variety of voices. Thomson's methodology is pluralist, although he includes a discussion of how reader-response theory can be harnessed to the task of interpreting Brecht's poetry. Various means of interpretation and analysis are used, depending on which seems to yield the most information and insight. The only reading of Brecht's poetry categorically refused is the one that accepts it at face value as a record of Brecht's life experience. Despite outward appearances, Brecht is a devious writer, and nowhere more so than in his poetry, where he most immediately presents himself to his public

    Toward a Perceptually-relevant Theory of Appearance

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    Two approaches are commonly employed in Computer Graphics to design and adjust the appearance of objects in a scene. A full 3D environment may be created, through geometrical, material and lighting modeling, then rendered using a simulation of light transport; appearance is then controlled in ways similar to photography. A radically different approach consists in providing 2D digital drawing tools to an artist, whom with enough talent and time will be able to create images of objects having the desired appearance; this is obviously strongly similar to what traditional artists do, with the computer being a mere modern drawing tool.In this document, I present research projects that have investigated a third approach, whereby pictorial elements of appearance are explicitly manipulated by an artist. On the one side, such an alternative approach offers a direct control over appearance, with novel applications in vector drawing, scientific illustration, special effects and video games. On the other side, it provides an modern method for putting our current knowledge of the perception of appearance to the test, as well as to suggest new models for human vision along the way

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt
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