43 research outputs found
Speed-line for 3D animation
My thesis describes a tool which creates speed-lines automatically in 3D computer
animations. Speed-lines are usually used in comic books to express fast motions
in a still image. They are also used in 2D animations. Although animations don't
need speed-lines for motions, they are interesting graphic elements and give more
sense of speed to the audience. However, speed-lines are not used in the 3D computer
animation, so I have implemented the graphic element into the 3D computer
animation. The combination of the 2D-looking speed-lines and the 3D computer animations
makes a unique look that some animators might want. In addition, making
speed-lines based on motions of moving objects or cameras, this tool can make 3D
speed-lines which are very difficult to draw by hand
Speed-line for 3D animation
My thesis describes a tool which creates speed-lines automatically in 3D computer
animations. Speed-lines are usually used in comic books to express fast motions
in a still image. They are also used in 2D animations. Although animations don't
need speed-lines for motions, they are interesting graphic elements and give more
sense of speed to the audience. However, speed-lines are not used in the 3D computer
animation, so I have implemented the graphic element into the 3D computer
animation. The combination of the 2D-looking speed-lines and the 3D computer animations
makes a unique look that some animators might want. In addition, making
speed-lines based on motions of moving objects or cameras, this tool can make 3D
speed-lines which are very difficult to draw by hand
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
Interactive non-photorealistic rendering
Due to increasing demands of artistic style with Interactive Rate, we propose this review paper as a starting point for any person interested in researching of interactive non-photorealistic rendering. As a simple yet effective means of visual communication, interactive non-photorealistic rendering generates images that are closer to human-drawn than are created by traditional computer graphics techniques with more expressing meaningful visual information. This paper presents taxonomy of interactive non-photorealistic rendering techniques which developed over the past two decades, structured according to the design characteristics and behavior of each technique. Also, it covers the most important algorithms in interactive stylized shade and line drawing, and separately discussing their advantages and disadvantages. The review then concludes with a discussion of the main issues and technical challenges for Interactive Non-Photorealistic Rendering techniques. In addition, this paper discusses the effect of modified phong shading model in order to create toon shading appearance
Hierarchical Motion Brushes for Animation Instancing
International audienceOur work on "motion brushes" provides a new workflow for the creation and reuse of 3D animation with a focus on stylized movement and depiction. Conceptually, motion brushes expand existing brush models by incorporating hierarchies of 3D animated content including geometry, appearance information, and motion data as core brush primitives that are instantiated using a painting interface. Because motion brushes can encompass all the richness of detail and movement offered by animation software, they accommodate complex, varied effects that are not easily created by other means. To support reuse and provide an effective means for managing complexity, we propose a hierarchical representation that allows simple brushes to be combined into more complex ones. Our system provides stroke-based control over motion-brush parameters, including tools to effectively manage the temporal nature of the motion brush instances. We demonstrate the flexibility and richness of our system with motion brushes for splashing rain, footsteps appearing in the snow, and stylized visual effects
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
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Stylized 3D Scene Synthesis in Virtual Reality
Many forms of life in the natural world have the extraordinary capacity to sense their environments, to learn, and to remember, just as humans do, even though they are vastly different from us. In this dissertation, I presented novel techniques developed to exhibit an interactive abstract virtual reality experience that invites viewers to see the natural world from a different perspective. I developed the vertex displacement and color turbulence approaches to showcase organisms. The organisms can also modulate their shapes according to the volumes and frequencies of sound. Furthermore, the experience displays turbulent flow on the organisms’ surface to demonstrate the concept of energy flow, or vitality, among all organisms in the natural world. Another novel feature is that viewers can interact with the surface colors through ray casting from a handheld controller
A study of how Chinese ink painting features can be applied to 3D scenes and models in real-time rendering
Past research findings addressed mature techniques for non-photorealistic rendering. However, research findings indicate that there is little information dealing with efficient methods to simulate Chinese ink painting features in rendering 3D scenes. Considering that Chinese ink painting has achieved many worldwide awards, the potential to effectively and automatically develop 3D animations and games in this style indicates a need for the development of appropriate technology for the future market.
The goal of this research is about rendering 3D meshes in a Chinese ink painting style which is both appealing and realistic. Specifically, how can the output image appear similar to a hand-drawn Chinese ink painting. And how efficient does the rendering pipeline have to be to result in a real-time scene.
For this study the researcher designed two rendering pipelines for static objects and moving objects in the final scene. The entire rendering process includes interior shading, silhouette extracting, textures integrating, and background rendering. Methodology involved the use of silhouette detection, multiple rendering passes, Gaussian blur for anti-aliasing, smooth step functions, and noise textures for simulating ink textures. Based on the output of each rendering pipeline, rendering process of the scene with best looking of Chinese ink painting style is illustrated in detail.
The speed of the rendering pipeline proposed by this research was tested. The framerate of the final scenes created with this pipeline was higher than 30fps, a level considered to be real-time. One can conclude that the main objective of the research study was met even though other methods for generating Chinese ink painting rendering are available and should be explored