447 research outputs found
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
Painterly rendering techniques: A state-of-the-art review of current approaches
In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd
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
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
Volumetric cloud generation using a Chinese brush calligraphy style
Includes bibliographical references.Clouds are an important feature of any real or simulated environment in which the sky is visible. Their amorphous, ever-changing and illuminated features make the sky vivid and beautiful. However, these features increase both the complexity of real time rendering and modelling. It is difficult to design and build volumetric clouds in an easy and intuitive way, particularly if the interface is intended for artists rather than programmers. We propose a novel modelling system motivated by an ancient painting style, Chinese Landscape Painting, to address this problem. With the use of only one brush and one colour, an artist can paint a vivid and detailed landscape efficiently. In this research, we develop three emulations of a Chinese brush: a skeleton-based brush, a 2D texture footprint and a dynamic 3D footprint, all driven by the motion and pressure of a stylus pen. We propose a hybrid mapping to generate both the body and surface of volumetric clouds from the brush footprints. Our interface integrates these components along with 3D canvas control and GPU-based volumetric rendering into an interactive cloud modelling system. Our cloud modelling system is able to create various types of clouds occurring in nature. User tests indicate that our brush calligraphy approach is preferred to conventional volumetric cloud modelling and that it produces convincing 3D cloud formations in an intuitive and interactive fashion. While traditional modelling systems focus on surface generation of 3D objects, our brush calligraphy technique constructs the interior structure. This forms the basis of a new modelling style for objects with amorphous shape
Typographic design for Chinese landscape poem, painting and Taoism
Chinese poetry, especially landscape poetry has been translated into English for many years. But rigid language translation could not carry the Tao beauty embedded in the Chinese landscape poetry from Chinese to English. This thesis study is to use western typography design to express Chinese landscape poetry. Chinese landscape painting will be used as an underlying structure upon which type will be placed to create a visual poem. Thus, appreciation of Chinese poetry will not just rely on English translation, but will also be supported by a visual vehicle to aid discovery of the inner beauty that has previously been lost in the translation between Chinese and English. The purpose of the literature review is to help understand the connection between Chinese landscape poetry and painting in the context of Chinese history and Taoism. It includes short history of Chinese landscape poetry, Taoism, Tao creativity in Chinese landscape poetry and painting, concrete poetry, as well as design elements and principles. After the literature review and methodology in which a list of design processes is given, typographic design experiments are made in project studies in which seven design solutions are analyzed and studied. Each design solution focuses on different design principles such as direction, repetition, shape association, and negative positive space. The result of this thesis study will provide a different perspective for people to understand Chinese landscape poetry and enhance their visual experience through reading poems
Wang Yuanqi and the Orthodoxy of Self-Reflection in Early Qing Landscape Painting
This dissertation explores the life and art of Wang Yuanqi (1642-1715), one of the most influential literati artists of the Qing Dynasty (1644-1911). As a representative of the so-called “Orthodox Painting School,” Wang considered himself the heir to the genuine thousand-year-old tradition of Chinese painting. Throughout his lifetime, he made every effort to establish and consolidate the authority of his school of painting. Since his early years, he had been trained as a traditional Chinese literatus. Under the direct supervision of his grandfather, he practiced landscape paintings in the style of ancient masters, especially that of the Yuan literati painter, Huang Gongwang (1269-1354). However, he was never satisfied with the facsimiles of the old masterpieces. Beyond his models, he created new theories of composition and brushwork; he introduced a new style of light color landscape with unique techniques. Moreover, benefiting from the lenient cultural policies of the Kangxi emperor (r. 1661-1722), he successfully led a movement of canon-formation in artistic circles.
The research of this thesis is based on three types of sources: 1) Wang Yuanqi’s published writings, 2) his paintings, and 3) publications and manuscripts by Wang’s contemporaries. Different from previous scholarship which mainly focuses on the classicism of Wang Yuanqi’s work, this dissertation provides a comprehensive study of Wang’s life and his circle and investigates the reason and procedure of the rise of the Orthodox Painting School in the early eighteenth century
A Confluence of Artistic Realms: Tan Dun’s 8 Memories in Watercolor
Terminal project consists of 62 page pdf lecture-document and performance video
Landscapes of ephemeral embrace : a painter's exploration of immersive virtual space as a medium for transforming perception
The following text has been written to illuminate the research embodied In Ephemere, a fullyimmersive
virtual environment which integrates stereoscopic 3D computer-generated images and
spatialized 3D sound, with a user interface based on breathing, balance, and gaze. This artwork was
begun when I entered the doctoral program at CAiNA (Centre of Advanced Inquiry Into the Interactive
Arts) in 1997, and was completed in 1998.
The work Ephemere is grounded in a very personal vision, developed over more than 25
years of artistic practice, including, most significantly, painting. Ephemere follows on its
predecessor Osmose, and as such, Is a continuation of my efforts to: (I) explore and communicate
my sensibility of what it means to be embodied, here now, in the living Rowing world; and (ii) use
the medium of immersive virtual space to do so, necessarily subverting its culturally-biased
conventions to achieve this goal.
The contents of this text are most clearly indicated by its title: Landscapes of Ephemeral
Embrace: A Painter's Exploration of the Medium of Immersive Virtual Space for Transforming
Perception. And further, by its chapter headings: (I) Context: Rethinking Technology in the "Reign
of King Logos ; (II) Defining Terms: Key Concepts and Concerns in the Work; (III) Origins of the
Work in Prior Artistic Practice: Emergence of Key Concerns and Strategies; (IV) First Explorations in
Immersive Virtual Space: Osmose; (V) Continuing Explorations In Immersive Virtual Space:
Ephemere; and (VI) Strategies and Their Implications In the Immersive Experience. In this text, I
have focused my discussion on artistic Intent, rather than on whether I have been successful, for
this can only be evaluated with the passing of time
Void in Silhouette: On Three Paintings by Tseng Yu-ho
HonorsHistory of ArtUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/162681/1/wanqingy.pd
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