Enhancing Information on Large Scenes by Mixing Renderings

Size: px
Start display at page:

Download "Enhancing Information on Large Scenes by Mixing Renderings"

Transcription

1 Enhancing Information on Large Scenes by Mixing Renderings Vincent Boyer & Dominique Sobczyk L.I.A.S.D. - Université Paris 8 2 rue de la liberté Saint-Denis Cedex - FRANCE Abstract. We propose a new model for visualization of high scale scenes. It is designed to enhance pertinent informations that become quickly viewable on a large scene. It consists in mixing different kind of rendering techniques in the same frame. This method is achieved in real-time during the rendering process using GPU programming. Moreover rendering techniques used and key points defined by the user can be interactively changed. We present our model, and a new non-photorealistic rendering techniques. Images produced look better and provide more informations than traditional rendering techniques. 1 Introduction This paper presents a new method to render high scale 3D models. The aims of this model are both a better looking and a more informative image. Rendering is the process of generating an image from a given model. This can be achieved using software programs (generally through a graphic programing library) or/and GPU programs. Generally renderings are classified in two main categories: photo-realistic and by opposition non-photorealistic. Photo-realistic renderings of a high scale scene do not allow to enrich the image produced. By opposition non-photorealistic renderings try to enhance the transmission of information in a picture [1], [2]. Based on the idea that a new rendering will help the user to visualize 3D models, a lot of previous techniques have been developed. We present some of these ones organized in different topics: deformation of the 3D mesh according to the viewpoint. Rademacher [3] has proposed to create a view dependent model. It consists of a base model and a complete description of the model shape from key viewpoints. This can be used especially by cartoonists. A generalization of view-dependent deformations was presented by Martin et al. [4]. A control function to relate position and transformation is used. Other works have been presented and for example Wood et al. [5] proposed the generation of panoramas for a given 3D scene and a camera path.

2 2 Vincent Boyer & Dominique Sobczyk edges extraction. A lot of well-known works have been done to extract edge features like silhouettes, boundaries and creases from 3D models [6], [7], [8], [9]. Frontfacing and backfacing can be used to detect silhouette and normal maps is one of the real-time methods to find creases and boundaries. Generally, a preprocessing operation should be done to convert a 3D model in another data structure in order to obtain edges more easily (for example half-edge data structure maintains edge adjacency). The main applications of these techniques are architectural and technical illustrations. artistic shading. Hatching [10] [11], cartoon shading [12] and celshading are examples of non-photorealistic shading. They replace Gouraud or Phong shading to convey three-dimensional structure of objects in an image. Hatching is based on the curvature model while cartoon and celshading choose the fragment color in a one-dimensional texture using the dot product between light direction and the normal. Note that celshading often includes outline shading. As one can see, there is not one solution to enhance the transmission of informations and each technique has its favorite applications, advantages and drawbacks. The motivation of this paper can be summarized in one question: why do we use one and only one rendering to produce an image? This paper presents a model to combine different renderings in the same frame. Each rendering and its influence on the scene will be chosen by the user and can be changed interactively. In the following, we present the general algorithm of our model and detail the solutions to solve each problem. Then images produced by our system are detailed and in conclusion the limitations and future works are presented. 2 The model Our model mixes different renderings at the same time. The user should specify which and where renderings will be used. The GPU programming can be achieved in vertex or/and fragment shaders. The vertex shader is used to precompute values needed in the fragment shader. The main process of our model is realized on fragments. For a given fragment, different renderings can be applied simultaneously and should be blended. Due to the real-time constraint, the computation should be done on GPU. The specifications given by the user are: 1. key points which are points of the 3D space. In the following n is the number of key points given by the user; 2. renderings used and for each of them four distances dr 0, dr 1, dr 2 and dr 3 where [dr 0, dr 3 ] is the range within the rendering is used. dr 0 : the minimal distance in order to use this rendering;

3 Lecture Notes in Computer Science 3 dr1 : the minimal distance where we maximize the use of this rendering. Between dr0 and dr1 the rendering will be shaded; dr2 : the maximal distance where we maximize the use of this rendering; dr3 : the maximal distance in order to use this rendering. Between dr2 and dr3 the rendering will be shaded. Fig. 1. Example of key points and distance given by the user Left part of figure 1 presents four key points given by the user and their visualization on the scene and the right part shows the distances for a texture rendering given by the user on the interface and the result on the scene. The distances dr0 and dr1 are equal to 0.0, dr2 is equal to 0.5 and dr3 is equal to 0.8. Thus texture is applied in the range of 0.0 to 0.5 from the key points and in the range between 0.5 to 0.8 the texture is applied shaded with black. In this example we gave four key points, one rendering and its associated distances. Note that the number of key points, the coordinates of key points, the number of rendering used, the renderings chosen and the distances used could be modified dynamically by the user. The general form of our algorithm is: For a given fragment F Compute the closest distance d to the key points 1 For each rendering Compare the distances given by the user and distance d and compute a weighted value v 2 Compute the color and weight it by v 3 Sum the colors previously obtained and clamp it between 0 and 1 for each component. In the following we detail the methods used to compute the distance to the key points 1, the ratio used for each rendering 2 and present the computation of

4 4 Vincent Boyer & Dominique Sobczyk the fragment color using a rendering 3. We also present a new rendering. These computations are realized only in the GPU and we obtain real-time renderings. Remark that at the present time, fragment shaders do no permit to make loops on data which do not reference a texture. So even if we present the algorithms including loops for the reader, we unfold it. This limit should disappear with future versions of graphic cards and shaders. 2.1 Distance to key points The user defines key point(s). This section explain how to compute the distance d. We propose three modes to consider key points: single points: the distance d is the minimal euclidean distance between fragment and each key point(s); points of a polyline: the key points form a polyline and d is the minimal distance between fragment and this polyline. The algorithm used to compute d for a fragment F is: For each segment P i P i+1 (i [0; n 2]) of the polyline If P i P i+1 P i F < 0 then d i is the euclidean distance between P i and F Else if P i P i+1 P i F > P i P i+1 2 then d i is the euclidean distance between P i+1 and F Else d i = PiP i+1 P if P ip i+1 d = min d i where represents the dot product of two vectors, the cross product of two vectors and P i P i+1 the norm of the vector P i P i+1. Note that P i P i+1 2 is equal to P i P i+1 P i P i+1 and is computed using the dot function on the fragment shader; points of a polyline loop: in this case, we consider the n key points as n points of a polyline but P n 1 P 0 is considered as a polyline segment. The distance d is computed using the algorithm described for the polyline mode including one more segment (i.e. P n 1 P 0 ). Figure 2 shows the influence of the mode used in the computation of the distance d. The polyline mode is presented at the left and the polyline loop mode is shown on the right while the single points mode is presented on the left of figure Compute the weighted value for each rendering The user enters his choices for renderings used and for each of them four associated distances (dr 0, dr 1, dr 2, dr 3 ). We have previously computed the distance d between the fragment and the key points. For each rendering used, we compute a coefficient v. v is then applied to weight the rendering. The sum of weighted rendering on a fragment allows us to mix renderings on it. The algorithm is: For each rendering

5 Lecture Notes in Computer Science 5 Fig.2. Example of polyline and polyline loop use If (d [dr 0 ; dr 3 ]) then If (d < dr 1 ) v = d dr0 dr 1 dr 0 Else if (d dr 2 ) v = 1.0 Else v = dr3 d dr 3 dr 2 Else v = 0 Remark that for a given fragment f, it is possible to have zero, one, two and more renderings. Each rendering is weighted independently and v can be viewed as the alpha channel for a rendering on a fragment. Finally the fragment color is clamped between 0 and 1. We include the ability to blend the image with the background. Figure 3 illustrates this part: the top right screenshot shows the use of blending; on the bottom image, the distance dr 3 of texture rendering has been changed and fragments are rendered with texture, wb dist (see next section) and material when d = Rendering Texture rendering, material rendering, toon shading and celshading (using texture and outline) have been implemented in GPU fragment shader. Vertex shader is used to transform vertex coordinates and to compute necessary data in the fragment shader. These shaders are well-known and many books describe it, see for example[13]. We implement a new rendering, named wb dist for white to black distance. This rendering is very simple and is based on the coefficient previously computed. The fragment color components received the coefficient v. Then, if the fragment is in [dr 1 ; dr 2 ], the color is white and alpha is 1, else the fragment color is an achromatic color and alpha is in[0; 1[ depending on the distance d. For example, it allows us to make a halo effect when dr 1 is closest to dr 2. This can be used to mark a key point or a path as shown in figure 4. Also, other effects like NASA aerogel can be easily produced.

6 6 Vincent Boyer & Dominique Sobczyk Fig. 3. Compute the coefficients and render the scene Fig. 4. Halo and NASA aerogel rendering

7 Lecture Notes in Computer Science 3 7 Images and Results This section presents images produced with our model. Those have been produced on a PC pentium IV 3.6Ghz with 1Go of memory and a nvidia graphic card Quadro FX The top of figure 5 presents a first part of the path described with key-points. As one can see, the halo rendering and the mix of renderings help the user to obtain the essential information needed. The bottom of the figure presents two other views where the used renderings have been changed. Indeed, in the first of these, textured rendering then material rendering are used according to the distance of the polyline and in the second one this is the opposite (i.e. material then textured rendering). The minimal frame rate obtained for this scene composed by triangles is 27 frames per second with 4 renderings (textured, material, wd dist and celshading) used simultaneously and 4 key-points. In fact, the number of key-points used has no influence on the frame rate (i.e time computation needed for the distance computation is negligible). Fig. 5. Other views of San Diego

8 8 Vincent Boyer & Dominique Sobczyk 4 Conclusion We have proposed the first model to mix renderings. Based on GPU programing, this model is real time for large scale scenes visualization. A collection of various rendering shaders have been implemented one of them being a new one and other ones can be easily added. The user can apply particular renderings on each part of the scene. This permits to have only advantages of renderings and never their drawbacks. Moreover every parameters can be modified by the user dynamically and it is very intuitive. This model allows us to focus on a point or a path in a large scene. We can apply immediately, as shown in examples, this model to a car journey. Other applications like for example to show influence of a construction on an environment, visualization of the same object in a place (fire extinguisher in a building, electric cables in an oil rig,... ), or educational courses can be realized. Future works will be done to propose other interpolations in order to compute the coefficients (non-linear interpolations) and to automatically import other renderings. References 1. Strothotte, T., Schlechtweg, S.: Non-photorealistic computer graphics: modeling, rendering, and animation. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA (2002) 2. Gooch, B., Gooch, A.: Non-Photorealistic Rendering. A K Peters (2001) 3. Rademacher, P.: View-dependent geometry. Proceedings of SIGGRAPH 99 (August 1999) ISBN Held in Los Angeles, California. 4. Martin, D., Garcia, S., Torres, J.C.: Observer dependent deformations in illustration. In: Non-Photorealistic Animation and Rendering 2000 (NPAR 00), Annecy, France (June 5-7,2000) 5. Wood, D.N., Finkelstein, A., Hughes, J.F., Thayer, C.E., Salesin, D.H.: Multiperspective panoramas for cel animation. Proceedings of SIGGRAPH 97 (August 1997) ISBN Held in Los Angeles, California. 6. Markosian, L., Kowalski, M.A., Trychin, S.J., Bourdev, L.D., Goldstein, D., Hughes, J.F.: Real-time nonphotorealistic rendering. Proceedings of SIGGRAPH 97 (August 1997) ISBN Held in Los Angeles, California. 7. Gooch, A., Gooch, B., Shirley, P., Cohen, E.: A non-photorealistic lighting model for automatic technical illustration, SIGGRAPH 98 (1998) 8. Interrante, V., Fuchs, H., Pizer, S.: Illustrating transparent surfaces with curvaturedirected strokes. IEEE Visualization 96 (1996) ISBN Sousa, M.C., Prusinkiewicz, P.: A few good lines: Suggestive drawing of 3d models. Computer Graphics Forum 22 (2003) 10. Winkenbach, G., Salesin, D.: Rendering parametric surfaces in pen and ink. Proceedings of SIGGRAPH 96 (August 1996) Hertzmann, A., Zorin, D.: Illustrating smooth surfaces. Proceedings of SIGGRAPH 2000 (July 2000) Held in New Orleans, Louisianna. 12. Lake, A., Marshall, C., Harris, M., Blackstein, M.: Stylized rendering techniques for scalable real-time 3d animation. In: Non-Photorealistic Animation and Rendering 2000 (NPAR 00), Annecy, France (June 5-7,2000) 13. Rost, R.: OpenGL Shading Language. Pearson (2004)

A model to blend renderings

A model to blend renderings A model to blend renderings Vincent Boyer and Dominique Sobczyk L.I.A.S.D.-Universit Paris 8 September 15, 2006 Abstract. We propose a model to blend renderings. It consists in mixing different kind of

More information

MIX RENDERINGS TO FOCUS PLAYER'S ATTENTION

MIX RENDERINGS TO FOCUS PLAYER'S ATTENTION MIX RENDERINGS TO FOCUS PLAYER'S ATTENTION Vincent Boyer, Jordane Suarez Kamel Haddad L.I.A.S.D. Université Paris 8, 2 rue de la libérté 93526 Saint-Denis, France E-mail: boyer@ai.univ-paris8.fr [dex,

More information

GPU real time hatching

GPU real time hatching GPU real time hatching Suarez Jordane Université Paris 8 2 rue de la liberté 93526, Saint Denis, France suarez@ai.univ-paris8.fr Belhadj Farès Université Paris 8 2 rue de la liberté 93526, Saint Denis,

More information

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga

NPR. CS 334 Non-Photorealistic Rendering. Daniel G. Aliaga NPR CS 334 Non-Photorealistic Rendering Daniel G. Aliaga 3D Computer Graphics Today Miraculous performance leaps Stunning price cuts Curiously low impact Games Movies * Slides courtesy of Lee Markosian

More information

Art Based Rendering of Fur by Instancing Geometry

Art Based Rendering of Fur by Instancing Geometry Art Based Rendering of Fur by Instancing Geometry Abstract Richie Steigerwald In this paper, I describe a non- photorealistic rendering system that uses strokes to render fur and grass in a stylized manner

More information

Real-Time Rendering of Watercolor Effects for Virtual Environments

Real-Time Rendering of Watercolor Effects for Virtual Environments Real-Time Rendering of Watercolor Effects for Virtual Environments Su Ian Eugene Lei and Chun-Fa Chang Department of Computer Science, National Tsing Hua University {zenith,chang}@ibr.cs.nthu.edu.tw Abstract.

More information

Non-Photorealistic Experimentation Jhon Adams

Non-Photorealistic Experimentation Jhon Adams Non-Photorealistic Experimentation Jhon Adams Danny Coretti Abstract Photo-realistic rendering techniques provide an excellent method for integrating stylized rendering into an otherwise dominated field

More information

Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation

Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation Ruzinoor bin Che Mat Sekolah Teknologi Maklumat Universiti Utara Malaysia 06010 Sintok, Kedah Darulaman. Malaysia. ruzinoor@uum.edu.my

More information

Advanced Computer Graphics: Non-Photorealistic Rendering

Advanced Computer Graphics: Non-Photorealistic Rendering Advanced Computer Graphics: Non-Photorealistic Rendering Gilles Tran, using POV-Ray 3.6 What is NPR? Non-Photorealistic Rendering and Animation as opposed to Photorealistic Rendering simulation of light

More information

12/3/2007. Non-Photorealistic Rendering (NPR) What is NPR exactly? What is NPR exactly? What is NPR exactly? What is NPR exactly?

12/3/2007. Non-Photorealistic Rendering (NPR) What is NPR exactly? What is NPR exactly? What is NPR exactly? What is NPR exactly? Non-Photorealistic Rendering (NPR) aka. Stylized rendering, artistic rendering, expressive graphics Covers any area of graphics where the point is to consciously not produce an image that is as photorealistic

More information

Real-time non-photorealistic rendering

Real-time non-photorealistic rendering Real-time non-photorealistic rendering Lauri Siljamäki HUT Lauri.Siljamaki@hut.fi Abstract This paper summarizes techniques used for real-time non-photorealistic rendering (NPR). Currently most NPR images

More information

Non photorealistic Rendering

Non photorealistic Rendering EECS 487 Non photorealistic Rendering Lee Markosian December 11, 2006 Whether to use photorealism depends on the purpose of the image: Documentation Illustration Story telling Expression Whether to use

More information

Real-Time Hatching. Abstract. 1 Introduction

Real-Time Hatching. Abstract. 1 Introduction Real-Time Hatching Emil Praun Hugues Hoppe Matthew Webb Adam Finkelstein Princeton University Microsoft Research Princeton University Princeton University Abstract Drawing surfaces using hatching strokes

More information

Hardware-Accelerated Interactive Illustrative Stipple Drawing of Polygonal Objects Vision, Modeling, and Visualization 2002

Hardware-Accelerated Interactive Illustrative Stipple Drawing of Polygonal Objects Vision, Modeling, and Visualization 2002 Hardware-Accelerated Interactive Illustrative Stipple Drawing of Polygonal Objects Vision, Modeling, and Visualization 2002 Aidong Lu Joe Taylor Mark Hartner David Ebert Charles Hansen School of Electrical

More information

Fine Tone Control in Hardware Hatching

Fine Tone Control in Hardware Hatching Fine Tone Control in Hardware Hatching Matthew Webb Emil Praun Adam Finkelstein Hugues Hoppe Princeton University Princeton University Princeton University Microsoft Research Figure 1: Bunny rendered using

More information

3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map

3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map 3D Silhouette Rendering Algorithms using Vectorisation Technique from Kedah Topography Map Ruzinoor Che Mat and Norani Nordin Fakulti Pengurusan Teknologi Universiti Utara Malaysia 06010 Sintok, Kedah

More information

Fast silhouette and crease edge synthesis with geometry shaders

Fast silhouette and crease edge synthesis with geometry shaders Fast silhouette and crease edge synthesis with geometry shaders Balázs Hajagos László Szécsi Balázs Csébfalvi Budapest University of Technology and Economics Figure 1: Outline rendering Abstract We describe

More information

INSPIRE: An Interactive Image Assisted Non-Photorealistic Rendering System

INSPIRE: An Interactive Image Assisted Non-Photorealistic Rendering System INSPIRE: An Interactive Image Assisted Non-Photorealistic Rendering System Minh X. Nguyen Hui Xu Xiaoru Yuan Baoquan Chen Department of Computer Science and Engineering University of Minnesota at Twin

More information

Preprint draft: to appear in ACM SIGGRAPH do not distribute. Real-Time Hatching

Preprint draft: to appear in ACM SIGGRAPH do not distribute. Real-Time Hatching Real-Time Hatching Emil Praun Hugues Hoppe Matthew Webb Adam Finkelstein Princeton University Microsoft Research Princeton University Princeton University Abstract Drawing surfaces using hatching strokes

More information

Single Pass GPU Stylized Edges

Single Pass GPU Stylized Edges IV Iberoamerican Symposium in Computer Graphics - SIACG (2009), pp. 1 8 F. Serón, O. Rodríguez, J. Rodríguez, E. Coto (Editors) Single Pass GPU Stylized Edges P. Hermosilla & P.P. Vázquez MOVING Group,

More information

Non photorealistic Rendering

Non photorealistic Rendering EECS 487 Non photorealistic Rendering Lee Markosian April 9, 2007 Whether to use photorealism depends on the purpose of the image: Training/simulation Documentation Illustration Story telling Expression

More information

A Hybrid Approach to Real-Time Abstraction

A Hybrid Approach to Real-Time Abstraction A Hybrid Approach to Real-Time Abstraction Niall Redmond Trinity College Dublin John Dingliana Trinity College Dublin Figure 1: Abstraction examples: (a) Hybrid Cel-Shader (b) Hybrid Pencil-Shader Abstract

More information

Real-Time Painterly Rendering for MR Applications

Real-Time Painterly Rendering for MR Applications Real-Time Painterly Rendering for MR Applications Michael Haller Upper Austria University of Applied Sciences Media Technology and Design, Austria Daniel Sperl Upper Austria University of Applied Sciences

More information

Real-Time Pencil Rendering

Real-Time Pencil Rendering Real-Time Pencil Rendering Hyunjun Lee POSTECH Sungtae Kwon POSTECH Seungyong Lee POSTECH Abstract This paper presents a real-time technique for rendering 3D meshes in the pencil drawing style. We analyze

More information

3 NON-PHOTOREALISTIC RENDERING FOR OUTDOOR SCENE Irene Liew Suet Fun Mohd Shahrizal Sunar

3 NON-PHOTOREALISTIC RENDERING FOR OUTDOOR SCENE Irene Liew Suet Fun Mohd Shahrizal Sunar 3 NON-PHOTOREALISTIC RENDERING FOR OUTDOOR SCENE Irene Liew Suet Fun Mohd Shahrizal Sunar INTRODUCTION A dvance rendering technique in computer graphics include non-photorealitstic rendering. Non-photorealistic

More information

Nonphotorealism. Christian Miller CS Fall 2011

Nonphotorealism. Christian Miller CS Fall 2011 Nonphotorealism Christian Miller CS 354 - Fall 2011 Different goals Everything we ve done so far has been working (more or less) towards photorealism But, you might not want realism as a stylistic choice

More information

Rendering Silhouettes with Virtual Lights

Rendering Silhouettes with Virtual Lights Volume 20 (2001), number 4 pp. 271 282 COMPUTER GRAPHICS forum Rendering Silhouettes with Virtual Lights Domingo Martín and Juan Carlos Torres Departamento de Lenguajes y Sistemas Informáticos, Universidad

More information

Non-Photorealistic Rendering

Non-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 Non-Photorealistic Rendering November 18, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03 Pen-and-Ink Illustrations Painterly

More information

VIRTUAL PAINTING: MODEL AND RESULTS

VIRTUAL PAINTING: MODEL AND RESULTS ICCVG 2002 Zakopane, 25-29 Sept. 2002 Dominique SOBCZYK 1, Vincent BOYER 2, Jean-Jacques BOURDIN 3 1,2,3 G.R.I.S., Laboratoire d Intelligence Artificielle, Université Paris 8, France 1 dom@ai.univ-paris8.fr

More information

Interactive Volume Illustration

Interactive Volume Illustration Interactive Volume Illustration Zoltán Nagy, Jens Schneider, Rüdiger Westermann Scientific Visualization & Imaging Group University of Technology Aachen Abstract In this paper we describe non-photorealistic

More information

Real-Time Non- Photorealistic Rendering

Real-Time Non- Photorealistic Rendering Real-Time Non- Photorealistic Rendering Presented by: Qing Hu LIAO SOCS, McGill Feb 1, 2005 Index Introduction Motivation Appel s Algorithm Improving Schema Rendering Result Economy of line A great deal

More information

Real-Time Pen-and-Ink Illustration of Landscapes

Real-Time Pen-and-Ink Illustration of Landscapes Real-Time Pen-and-Ink Illustration of Landscapes Liviu Coconu ZIB / University of Konstanz Oliver Deussen University of Konstanz Hans-Christian Hege ZIB Figure 1: Different landscape illustrations. Abstract

More information

CMSC 491A/691A Artistic Rendering. Announcements

CMSC 491A/691A Artistic Rendering. Announcements CMSC 491A/691A Artistic Rendering Penny Rheingans UMBC Announcements Lab meeting: Tues 2pm, ITE 352, starting next week Proposal due Thurs 1 Shape Cues: Outlines Outline flat parts Outline important boundaries

More information

A GPU-Based Approach to Non-Photorealistic Rendering in the Graphic Style of Mike Mignola

A GPU-Based Approach to Non-Photorealistic Rendering in the Graphic Style of Mike Mignola A GPU-Based Approach to Non-Photorealistic Rendering in the Graphic Style of Mike Mignola Abstract The subject of Non-Photorealistic Rendering (NPR) is one which tends towards a certain, small set of targeted

More information

Seamless Integration of Stylized Renditions in Computer-Generated Landscape Visualization

Seamless Integration of Stylized Renditions in Computer-Generated Landscape Visualization Seamless Integration of Stylized Renditions in Computer-Generated Landscape Visualization Liviu Coconu 1, Carsten Colditz 2, Hans-Christian Hege 1 and Oliver Deussen 2 Abstract We propose enhancements

More information

Detail control in line drawings of 3D meshes

Detail control in line drawings of 3D meshes Visual Comput (2005) 21: 698 706 DOI 10.1007/s00371-005-0323-1 ORIGINAL ARTICLE Kyuman Jeong Alex Ni Seungyong Lee Lee Markosian Detail control in line drawings of 3D meshes Published online: 1 September

More information

Image Precision Silhouette Edges

Image Precision Silhouette Edges Image Precision Silhouette Edges Ramesh Raskar * Michael Cohen + * University of North Carolina at Chapel Hill + Microsoft Research Abstract inding and displaying silhouette edges is important in applications

More information

Artistic Silhouettes: A Hybrid Approach

Artistic Silhouettes: A Hybrid Approach Artistic Silhouettes: A Hybrid Approach J.D. Northrup and Lee Markosian Brown University, Providence, RI 02912 Abstract We present a new algorithm for rendering silhouette outlines of 3D polygonal meshes

More information

Artistic Rendering of Function-based Shape Models

Artistic Rendering of Function-based Shape Models Artistic Rendering of Function-based Shape Models by Shunsuke Suzuki Faculty of Computer and Information Science Hosei University n00k1021@k.hosei.ac.jp Supervisor: Alexander Pasko March 2004 1 Abstract

More information

Simple Silhouettes for Complex Surfaces

Simple Silhouettes for Complex Surfaces Eurographics Symposium on Geometry Processing(2003) L. Kobbelt, P. Schröder, H. Hoppe (Editors) Simple Silhouettes for Complex Surfaces D. Kirsanov, P. V. Sander, and S. J. Gortler Harvard University Abstract

More information

CSE 167: Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013

CSE 167: Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,

More information

Real-Time Charcoal Rendering Using Contrast Enhancement Operators

Real-Time Charcoal Rendering Using Contrast Enhancement Operators Real-Time Charcoal Rendering Using Contrast Enhancement Operators Aditi Majumder and M. Gopi Department of Computer Science University of North Carolina at Chapel Hill fmajumder,gopig@cs.unc.edu Abstract.

More information

Daniel Keefe. Computer Science Department: Brown University. April 17, 2000

Daniel Keefe. Computer Science Department: Brown University. April 17, 2000 Artistic Metaphors for Interactive Visualization of Multi-Valued 3D Data Research Comp. Proposal Daniel Keefe Computer Science Department: Brown University April 17, 2000 1 Introduction and Motivation

More information

Nonphotorealistic Virtual Environment Navigation from Images

Nonphotorealistic Virtual Environment Navigation from Images Nonphotorealistic Virtual Environment Navigation from Images Hyung W. Kang Department of Mathematics and Computer Science University of Missouri - St. Louis One University Blvd. St. Louis, MO 63121, USA

More information

EFFICIENT STIPPLE RENDERING

EFFICIENT STIPPLE RENDERING EFFICIENT STIPPLE RENDERING Jens Krüger and Rüdiger Westermann tum.3d, Technische Universität München Boltzmannstraße 3, 85748 Garching bei München [jens.krueger,westermann]@in.tum.de ABSTRACT In many

More information

Non-photorealistic Rendering

Non-photorealistic Rendering Non-photorealistic Rendering Art Rendering 1 From: ATI Radeon 9700 Real-Time Demos A Brief History of (Western) Painting Prehistoric Egyptian Medieval Renaissance A peak in realism Impressionism Modernism

More information

Geometry Shader - Silhouette edge rendering

Geometry Shader - Silhouette edge rendering Geometry Shader - Silhouette edge rendering Introduction This paper will describe the process of making an outline shader, using the Geometry Shader. The shader is designed for DirectX10 applications (and

More information

Technical Quake. 1 Introduction and Motivation. Abstract. Michael Batchelder Kacper Wysocki

Technical Quake. 1 Introduction and Motivation. Abstract. Michael Batchelder Kacper Wysocki Technical Quake Michael Batchelder mbatch@cs.mcgill.ca Kacper Wysocki kacper@cs.mcgill.ca creases and silhouettes with distance. These ideas have not yet been mentioned in literature to date that we are

More information

View-Dependent Particles for Interactive Non-Photorealistic Rendering

View-Dependent Particles for Interactive Non-Photorealistic Rendering View-Dependent Particles for Interactive Non-Photorealistic Rendering Research Paper 1 Abstract We present a novel framework for non-photorealistic rendering based on view-dependent geometric simplification

More information

Art-based Rendering with Continuous Levels of Detail

Art-based Rendering with Continuous Levels of Detail Art-based Rendering with Continuous Levels of Detail Lee Markosian 1 Barbara J. Meier 1 Michael A. Kowalski 2 Loring S. Holden 1 J.D. Northrup 1 John F. Hughes 1 1 Dept. of Computer Science 2 ATR Media

More information

Pen & Ink Illustration

Pen & Ink Illustration Pen & Ink Illustration Georges Winkenbach David H. Salesin Presented by: Andreas Loizias Reasons To communicate complex information more effectively through abstraction Convey information better by omitting

More information

Advanced Real- Time Cel Shading Techniques in OpenGL Adam Hutchins Sean Kim

Advanced Real- Time Cel Shading Techniques in OpenGL Adam Hutchins Sean Kim Advanced Real- Time Cel Shading Techniques in OpenGL Adam Hutchins Sean Kim Cel shading, also known as toon shading, is a non- photorealistic rending technique that has been used in many animations and

More information

Character animation creation using hand-drawn sketches

Character animation creation using hand-drawn sketches Visual Comput (2005) 21: 551 558 DOI 10.1007/s00371-005-0333-z ORIGINAL ARTICLE Bing-Yu Chen Yutaka Ono Tomoyuki Nishita Character animation creation using hand-drawn sketches Published online: 31 August

More information

WYSIWYG NPR: Drawing Strokes Directly on 3D Models

WYSIWYG NPR: Drawing Strokes Directly on 3D Models WYSIWYG NPR: Drawing Strokes Directly on 3D Models Robert D. Kalnins 1 Lee Markosian 1 Barbara J. Meier 2 Michael A. Kowalski 2 Joseph C. Lee 2 Philip L. Davidson 1 Matthew Webb 1 John F. Hughes 2 Adam

More information

View-Dependent Particles for Interactive Non-Photorealistic Rendering

View-Dependent Particles for Interactive Non-Photorealistic Rendering View-Dependent Particles for Interactive Non-Photorealistic Rendering Derek Cornish 1, Andrea Rowan 2, David Luebke 2 1 2 Intrinsic Graphics University of Virginia Abstract We present a novel framework

More information

AC : COMPUTER-BASED NON-PHOTOREALISTIC RENDERING. Marty Fitzgerald, East Tennessee State University

AC : COMPUTER-BASED NON-PHOTOREALISTIC RENDERING. Marty Fitzgerald, East Tennessee State University AC 2007-571: COMPUTER-BASED NON-PHOTOREALISTIC RENDERING Marty Fitzgerald, East Tennessee State University American Society for Engineering Education, 2007 Computer-Based Non-Photorealistic Rendering Abstract

More information

Real-Time Halftoning: A Primitive For Non-Photorealistic Shading

Real-Time Halftoning: A Primitive For Non-Photorealistic Shading Eurographics Workshop on Rendering (2002), pp. 1 4 Paul Debevec and Simon Gibson (Editors) Real-Time Halftoning: A Primitive For Non-Photorealistic Shading Bert Freudenberg, Maic Masuch, and Thomas Strothotte

More information

CMSC 491A/691A Artistic Rendering. Artistic Rendering

CMSC 491A/691A Artistic Rendering. Artistic Rendering CMSC 491A/691A Artistic Rendering Penny Rheingans UMBC Artistic Rendering Computer-generated images in a style similar to some artistic media or style Also called non-photorealistic rendering (NPR) Different

More information

Rendering Nonphotorealistic Strokes with Temporal and Arc-Length Coherence

Rendering Nonphotorealistic Strokes with Temporal and Arc-Length Coherence -.,., Rendering Nonphotorealistic Strokes with Temporal and Arc-Length Coherence Lubomir Bourdev Department of Computer Science Brown University Submitted in partial fulfillment of the requirements for

More information

SEVER INSTITUTE OF TECHNOLOGY MASTER OF SCIENCE DEGREE THESIS ACCEPTANCE. (To be the first page of each copy of the thesis)

SEVER INSTITUTE OF TECHNOLOGY MASTER OF SCIENCE DEGREE THESIS ACCEPTANCE. (To be the first page of each copy of the thesis) SEVER INSTITUTE OF TECHNOLOGY MASTER OF SCIENCE DEGREE THESIS ACCEPTANCE (To be the first page of each copy of the thesis) DATE: April 15, 2005 STUDENT S NAME: Nathan C. Dudley This student s thesis, entitled

More information

Introduction. Illustrative rendering is also often called non-photorealistic rendering (NPR)

Introduction. Illustrative rendering is also often called non-photorealistic rendering (NPR) Introduction Illustrative rendering is also often called non-photorealistic rendering (NPR) we shall use these terms here interchangeably NPR offers many opportunities for visualization that conventional

More information

Highlight Lines for Conveying Shape

Highlight Lines for Conveying Shape Highlight Lines for Conveying Shape Doug DeCarlo Rutgers University Szymon Rusinkiewicz Princeton University Abstract C + + PH + SH C + + PH C + + PH ridges Recent work has shown that sparse lines defined

More information

D animation. Advantages of 3-D3. Advantages of 2-D2. Related work. Key idea. Applications of Computer Graphics in Cel Animation.

D animation. Advantages of 3-D3. Advantages of 2-D2. Related work. Key idea. Applications of Computer Graphics in Cel Animation. Applications of Computer Graphics in Cel Animation 3-D D and 2-D 2 D animation Adam Finkelstein Princeton University Homer 3-D3 Homer 2-D2 Advantages of 3-D3 Complex lighting and shading Reuse from scene

More information

Self-shadowing Bumpmap using 3D Texture Hardware

Self-shadowing Bumpmap using 3D Texture Hardware Self-shadowing Bumpmap using 3D Texture Hardware Tom Forsyth, Mucky Foot Productions Ltd. TomF@muckyfoot.com Abstract Self-shadowing bumpmaps add realism and depth to scenes and provide important visual

More information

WUCSE : Painting lighting and viewing effects

WUCSE : Painting lighting and viewing effects 1 WUCSE-2003-53: Painting lighting and viewing effects Cindy Grimm Abstract We present a system for painting how the appearance of an object changes under different lighting and viewing conditions. The

More information

Hardware Support for Non-photorealistic Rendering

Hardware Support for Non-photorealistic Rendering MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Hardware Support for Non-photorealistic Rendering TR2001-23 May 2001 Abstract Special features such as ridges, valleys and silhouettes, of

More information

Interactive Exploration of Remote Isosurfaces with Point-Based Non-Photorealistic Rendering

Interactive Exploration of Remote Isosurfaces with Point-Based Non-Photorealistic Rendering Interactive Exploration of Remote Isosurfaces with Point-Based Non-Photorealistic Rendering Guangfeng Ji, Han-Wei Shen and Jinzhu Gao Department of Computer Science and Engineering The Ohio State University

More information

Information Coding / Computer Graphics, ISY, LiTH. Splines

Information Coding / Computer Graphics, ISY, LiTH. Splines 28(69) Splines Originally a drafting tool to create a smooth curve In computer graphics: a curve built from sections, each described by a 2nd or 3rd degree polynomial. Very common in non-real-time graphics,

More information

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:

More information

Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn

Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn Hatching 2 Hatching Motivation: Hatching in principle curvature direction Interrante et al. 1995 3 Hatching Hatching

More information

University of Groningen. NPR Lenses Neumann, Petra; Isenberg, Tobias; Carpendale, Sheelagh. Published in: EPRINTS-BOOK-TITLE

University of Groningen. NPR Lenses Neumann, Petra; Isenberg, Tobias; Carpendale, Sheelagh. Published in: EPRINTS-BOOK-TITLE University of Groningen NPR Lenses Neumann, Petra; Isenberg, Tobias; Carpendale, Sheelagh Published in: EPRINTS-BOOK-TITLE IMPORTANT NOTE: You are advised to consult the publisher's version (publisher's

More information

Shading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann

Shading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann Shading Introduction to Computer Graphics Torsten Möller Machiraju/Zhang/Möller/Fuhrmann Reading Chapter 5.5 - Angel Chapter 6.3 - Hughes, van Dam, et al Machiraju/Zhang/Möller/Fuhrmann 2 Shading Illumination

More information

Published Research on Line Drawings from 3D Data

Published Research on Line Drawings from 3D Data Published Research on Line Drawings from 3D Data The following list contains papers describing algorithms for producinglinedrawingsfrom3ddata,aswellasresearchontheperception of line drawings. Papers marked

More information

Hardware-Determined Feature Edges

Hardware-Determined Feature Edges Hardware-Determined Feature Edges Morgan McGuire and John F. Hughes * Brown University a. b. c. d. Figure 1: Hidden line, realistic fur, shadow volume, and cartoon fur styles implemented using only the

More information

Lahore University of Management Sciences. CS 452 Computer Graphics

Lahore University of Management Sciences. CS 452 Computer Graphics CS 452 Computer Graphics Fall 206-7 Instructor Room No. Office Hours Email Murtaza Taj 9-GA TBA murtaza.taj@lums.edu.pk Telephone 330 Secretary/TA TA Office Hours Course URL (if any) TBA TBA LMS Course

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

Image Precision Silhouette Edges

Image Precision Silhouette Edges Image Precision Silhouette Edges by Ramesh Raskar and Michael Cohen Presented at I3D 1999 Presented by Melanie Coggan Outline Motivation Previous Work Method Results Conclusions Outline Motivation Previous

More information

Geometric Features for Non-photorealistiic Rendering

Geometric Features for Non-photorealistiic Rendering CS348a: Computer Graphics Handout # 6 Geometric Modeling and Processing Stanford University Monday, 27 February 2017 Homework #4: Due Date: Mesh simplification and expressive rendering [95 points] Wednesday,

More information

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Today Course overview Course organization Vectors and Matrices 2 What is computer

More information

Art-Based Rendering of Fur, Grass, and Trees

Art-Based Rendering of Fur, Grass, and Trees Art-Based Rendering of Fur, Grass, and Trees Michael A. Kowalski Lee Markosian J.D. Northrup Lubomir Bourdev Ronen Barzel Loring S. Holden John F. Hughes Department of Computer Science Advanced Technology

More information

X 2 -Toon: An Extended X-Toon Shader

X 2 -Toon: An Extended X-Toon Shader X 2 -Toon: An Extended X-Toon Shader Robert Wolfe Spencer Elliott Abstract The X-toon shader [Barla et al. 2006] extended classic cel shading from 1D shading textures to 2D textures. The second dimension

More information

Non-Photo Realistic Rendering. Jian Huang

Non-Photo Realistic Rendering. Jian Huang Non-Photo Realistic Rendering Jian Huang P and NP Photo realistic has been stated as the goal of graphics during the course of the semester However, there are cases where certain types of non-photo realistic

More information

Sketchy Illustrations for Presenting the Design of Interactive CSG

Sketchy Illustrations for Presenting the Design of Interactive CSG Sketchy Illustrations for Presenting the Design of Interactive CSG Marc Nienhaus, Florian Kirsch, Jürgen Döllner University of Potsdam, Hasso Plattner Institute {nienhaus@hpi.uni-potsdam.de, kirsch@hpi.uni-potsdam.de,

More information

EEL Introduction to Computer Graphics. Team Essay: Fall Active learning project: non-photorealistic rendering. Submission deadlines:

EEL Introduction to Computer Graphics. Team Essay: Fall Active learning project: non-photorealistic rendering. Submission deadlines: 1 EEL 5771 Introduction to Computer Graphics Team Essay: Fall 2018 Active learning project: non-photorealistic rendering Submission deadlines: Questions: September 11, 2018 Essay: October 9, 2018 Team

More information

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I CSCI 480 Computer Graphics Lecture 1 Course Overview January 10, 2011 Jernej Barbic University of Southern California Administrative Issues Modeling Animation Rendering OpenGL Programming Course Information

More information

Expressive rendering. Joëlle Thollot

Expressive rendering. Joëlle Thollot Expressive rendering Joëlle Thollot The «Quest for Realism» We don t always want photorealism www.infovisual.info/01/024_fr.html www.mycomontreal.qc.ca/milletun/initiation_aux_champignons.htm Google image

More information

Computer-Generated Pen & Ink Illustration

Computer-Generated Pen & Ink Illustration Motivation Computer-Generated Pen & Ink Illustration Communication of visual information often benefits from abstraction Example: architectural illustrations G. Winkenbach and D.H. Salesin Presented By:

More information

Feature Lines on Surfaces

Feature Lines on Surfaces Feature Lines on Surfaces How to Describe Shape-Conveying Lines? Image-space features Object-space features View-independent View-dependent [Flaxman 1805] a hand-drawn illustration by John Flaxman Image-Space

More information

Real-Time Watercolor Illustrations of Plants Using a Blurred Depth Test

Real-Time Watercolor Illustrations of Plants Using a Blurred Depth Test Real-Time Watercolor Illustrations of Plants Using a Blurred Depth Test Thomas Luft University of Konstanz Oliver Deussen University of Konstanz Abstract We present techniques to create convincing high-quality

More information

3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0)

3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0) Acceleration Techniques V1.2 Anthony Steed Based on slides from Celine Loscos (v1.0) Goals Although processor can now deal with many polygons (millions), the size of the models for application keeps on

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world

More information

Computer Graphics Introduction. Taku Komura

Computer Graphics Introduction. Taku Komura Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering

More information

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU for 3D Texture-based Volume Visualization on GPU Won-Jong Lee, Tack-Don Han Media System Laboratory (http://msl.yonsei.ac.k) Dept. of Computer Science, Yonsei University, Seoul, Korea Contents Background

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics CS 5620 Fall 2015 www.youtube.com/watch?v=hjhic0mt4ts 3 Computer Graphics Synthesis of static/dynamic 2D images from 3D geometry using computers Teaching Staff Lecturer: Prof. Craig Gotsman Class: Mon

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

Hardware Support for Non-photorealistic Rendering

Hardware Support for Non-photorealistic Rendering Hardware Support for on-photorealistic Rendering Ramesh Raskar MERL, Mitsubishi Electric Research Labs Abstract Special features such as ridges, valleys and silhouettes, of a polygonal scene are usually

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

A Survey of Pen-and-Ink Illustration in Non-photorealistic

A Survey of Pen-and-Ink Illustration in Non-photorealistic A Survey of Pen-and-Ink Illustration in Non-photorealistic Rendering CS361 Computer Science Department GWU Page 1 of 25 Table of Contents A Survey of Pen-and-Ink Illustration in Non-photorealistic Rendering...

More information

Real-Time Universal Capture Facial Animation with GPU Skin Rendering

Real-Time Universal Capture Facial Animation with GPU Skin Rendering Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and

More information

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #2 due this Friday, October

More information