96 research outputs found
Art Directed Watercolor Shader for Non-photorealistic Rendering with a Focus on Reflections
In this research, I demonstrated that emulating painterly reflections is impossible using
existing modeling, compositing and rendering software that does not provide programming
capabilities. To obtain painterly reflections, we need to emulate three aspects of
painterly reflections: (1) shape of reflections; (2) glossiness of reflections; and (3) colors
of reflections. The first two turn out to be relatively easy. However, despite the perceived
simplicity of color reproduction, the third one turned out to be hardest without developing
our own proprietary tools.
To demonstrate the difficulty, I have developed a shader using commercial rendering
and shading software that does not provide explicit programming power. I assigned my
shader as a surface material to 3D objects. Using my shader, I was able to create computer
generated watercolor style renderings without reflections. My shader provide rendering
effects such as diffuse, contours, specularity, shadow, and reflections. Although I can
faithfully emulate non-reflected regions of given water-color paintings, I demonstrate that
my shader cannot produce reflection colors that are faithful to colors of original reflections
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
Ray-on, an On-Site Photometric Augmented Reality Device
This paper describes the work done to improve the visitorâs experience while visiting the historical site of Cluny abbey, in Burgundy (France). The church of this abbey, founded in 910 and which was the biggest church of Christendom until the 15th century, has been almost completly destroyed after the French Revolution and so is hard to figure out for the visitors. The usage of virtual reality is one of the way to improve the understanding of the architecture of the site
Art Directed Shader for Real Time Rendering - Interactive 3D Painting
In this work, I develop an approach to include Global Illumination (GI) effects in non-photorealistic real-time rendering; real-time rendering is one of the main areas of focus in the gaming industry and the booming virtual reality(VR) and augmented reality(AR) industries. My approach is based on adapting the Barycentric shader to create a wide variety of painting effects. This shader helps achieve the look of a 2D painting in an interactively rendered 3D scene. The shader accommodates robust computation to obtain artistic reflection and refraction. My contributions can be summarized as follows: Development of a generalized Barycentric shader that can provide artistic control, integration of this generalized Barycentric shader into an interactive ray tracer, and interactive rendering of a 3D scene that closely represent the reference painting
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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 organismsâ 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
Watercolour rendering of portraits
Applying non-photorealistic rendering techniques to stylise
portraits needs to be done with care, as facial artifacts are particularly
disagreeable. This paper describes a technique for watercolour rendering
that uses a facial model to preserve distinctive facial characteristics
and reduce unpleasing distortions of the face, while maintaining abstraction
and stylisation of the overall image, employing stylistic elements of
watercolour such as edge darkening, wobbling, glazing and diffusion
Artistic Scene Visualization
CĂlem tĂ©to prĂĄce je prostudovat vybranĂ© metody nerealistikĂ©ho umÄleckĂ©ho zobrazenĂ (cell shading, pencil sketch shading, watercolor shading) a napodobit danĂ© techniky pĆi vykreslovĂĄnĂ objektĆŻ ve 3D prostoru s pouĆŸitĂm knihovny OpenGL. OblastĂ vyuĆŸitĂ tÄchto technik je ĆĄirokĂ© - od grafickĂœch aplikacĂ, pĆes poÄĂtaÄovĂ© hry aĆŸ po animovanĂ© filmy. Tato prĂĄce popisuje nĂĄvrh a implementaci tÄchto technik: cell shading, skica tvoĆenĂĄ tuĆŸkou a akvarelovĂĄ malba.The goal of this work is studying of selected artistic scene visualization (cell shading, pencil sketch shading) and simulate these techniques in the rendering of objects in 3D space using OpenGL. Applications of these methods is wide - from graphical application, through computer games to animated films. This work describes design and implementation of these methods: cell shading, pencil sketch shading and watercolor shading.
Importance-Driven Composition of Multiple Rendering Styles
International audienceWe introduce a non-uniform composition that integrates multiple rendering styles in a picture driven by an importance map. This map, either issued from saliency estimation or designed by a user, is introduced both in the creation of the multiple styles and in the ïŹnal composition. Our approach accommodates a variety of stylization techniques, such as color desaturation, line drawing, blurring, edge-preserving smoothing and enhancement. We illustrate the versatility of the proposed approach and the variety of rendering styles on different applications such as images, videos, 3D scenes and even mixed reality. We also demonstrate that such an approach may help in directing user attention
Ray-on, an On-Site Photometric Augmented Reality Device
This paper describes the work done to improve the visitorâs experience while visiting the historical site of Cluny abbey, in Burgundy (France). The church of this abbey, founded in 910 and which was the biggest church of Christendom until the 15th century, has been almost completly destroyed after the French Revolution and so is hard to figure out for the visitors. The usage of virtual reality is one of the way to improve the understanding of the architecture of the site
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