Non-Photorealistic Rendering (NPR) Christian Richardt, Rainbow Group

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1 Non-Photorealistic Rendering (NPR) Christian Richardt, Rainbow Group

2 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

3 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

4 Rend er ing ˈrɛnd(!)rɪŋ The conversion of a high-level object-based description into a graphical image for display. (FOLDOC) The process of generating an image from a model, by means of computer programs. (Wikipedia)

5 Photorealism Telephone Booths (Richard Estes, 1968)

6 Non-Photorealism (1886) A Sunday Afternoon on the Island of La Grande Jatte (Georges Seurat, )

7 Photorealism (2006)

8 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

9 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

10 History of computer graphics term computer graphics coined in 1960 synonymous with graphics hardware tremendous increase in computation power stand-alone GPUs from mid-1990s driven by 3D computer games primary aim is to achieve photorealism

11 Texture mapping Catmull 1974

12 Phong shading Phong 1975

13 Ray tracing Whitted 1980

14 Radiosity Goral et al. 1984

15 Tone mapping Tumblin & Rushmeier 1993

16 Photon mapping Jensen & Christensen 1995

17 Also 1995: Toy Story TM & Disney/Pixar.

18 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

19 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

20 Survey of NPR techniques

21 Survey of NPR techniques

22 Survey of NPR techniques stylisation

23 Survey of NPR techniques stylisation abstraction

24 Survey of NPR techniques stylisation abstraction geometry Meier 1996 Klein et al Kalnins et al Decaudin 1996 DeCarlo et al Barla et al. 2006

25 Survey of NPR techniques stylisation abstraction geometry Meier 1996 Klein et al Kalnins et al Decaudin 1996 DeCarlo et al Barla et al images Haeberli 1990 Litwinowicz 1997 Hertzmann 2003 DeCarlo & Santella 2002 Gooch et al Kang et al videos Hertzmann & Perlin 2000 Hays & Essa 2004 Bousseau et al Agarwala 2002 Winnemöller et al Kyprianidis et al. 2009

26 Survey of NPR techniques stylisation abstraction geometry Meier 1996 Klein et al Kalnins et al Decaudin 1996 DeCarlo et al Barla et al images Haeberli 1990 Litwinowicz 1997 Hertzmann 2003 DeCarlo & Santella 2002 Gooch et al Kang et al videos Hertzmann & Perlin 2000 Hays & Essa 2004 Bousseau et al Agarwala 2002 Winnemöller et al Kyprianidis et al. 2009

27 Survey of NPR techniques stylisation abstraction geometry Meier 1996 Klein et al Kalnins et al Decaudin 1996 DeCarlo et al Barla et al images Haeberli 1990 Litwinowicz 1997 Hertzmann 2003 DeCarlo & Santella 2002 Gooch et al Kang et al videos Hertzmann & Perlin 2000 Hays & Essa 2004 Bousseau et al Agarwala 2002 Winnemöller et al Kyprianidis et al. 2009

28 WYSIWYG NPR: Drawing Strokes Directly on 3D Models Kalnins et al Geom. Image Video Styl. Abs.

29 Processing Images and Video for an Impressionist Effect Litwinowicz 1997 Geom. Image Video Styl. Abs.

30 Video Watercolorization using Bidirectional Texture Advection Bousseau et al Geom. Image Video Styl. Abs.

31 Suggestive Contours for Conveying Shape DeCarlo et al Geom. Image Video Styl. Abs.

32 Flow-Based Image Abstraction Styl. Geom. Kang et al Image Video Abs.

33 Image and Video Abstraction by Anisotropic Kuwahara Filtering Kyprianidis et al Geom. Image Video Styl. Abs.

34 Recap of NPR techniques stylisation abstraction geometry Meier 1996 Klein et al Kalnins et al Decaudin 1996 DeCarlo et al Barla et al images Haeberli 1990 Litwinowicz 1997 Hertzmann 2003 DeCarlo & Santella 2002 Gooch et al Kang et al videos Hertzmann & Perlin 2000 Hays & Essa 2004 Bousseau et al Agarwala 2002 Winnemöller et al Kyprianidis et al. 2009

35 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

36 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

37 X-Toon: An Extended Toon Shader Barla, Thollot & Markosian 2006

38 Toon shading cartoon style a.k.a. cel shading (from cel = celluloid) dominated by large areas of flat colour often stylised highlights and shadows Snow White and the Seven Dwarfs (Walt Disney 1937)

39 Basic toon shading

40 Basic toon shading

41 Basic toon shading diffuse shading: d = n l unit surface normal n direction to the light l basic toon shading: compute diffuse shading quantise into discrete steps

42 Basic toon shading typically use a 1D texture more flexible than hard-coded thresholds artists can modify shading for each object

43 Tone detail extend 1D toon texture by a second dimension (D for level of detail), e.g. depth D highlights near-silhouette n l

44 Depth-based tone detail

45 Highlight tone detail

46 Near-silhouette tone detail

47 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

48 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

49 Image and Video Based Painterly Animation Hays & Essa 2004

50 Brush stroke properties colour opacity anchor lengths width angle

51 Brush stroke textures impressionism pointillism flower style van Gogh style

52 Brush stroke layers

53 Brush stroke layers

54 Brush stroke layers

55 Brush stroke layers

56 Brush stroke layers

57 Brush stroke layers

58 Brush stroke layers

59 Brush stroke layers

60 Brush stroke layers

61 Brush stroke orientation

62 Brush stroke orientation

63 Brush stroke orientation

64 Brush stroke orientation

65 Brush stroke orientation

66 Brush stroke motion

67 Brush stroke motion

68 Brush stroke motion

69 Brush stroke regeneration

70 Brush stroke regeneration

71 Extra result: pointillism

72 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

73 Structure in six parts 1. Definition of non-photorealistic rendering (NPR) 2. History of computer graphics: from 1970s to Overview of NPR techniques 4. Example 1: toon shading 5. Example 2: painterly rendering 6. Example 3: video abstraction

74 Real-Time Video Abstraction Winnemöller, Olsen & Gooch 2006

75 Real-Time Video Abstraction Winnemöller, Olsen & Gooch 2006

76 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by spatial distance between pixels colour difference between pixels

77 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by spatial distance between pixels colour difference between pixels I (x) = 1 k G ( E(x, y)) G (x y) I(y) σr σs y N x

78 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y)

79 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y) all pixels near x

80 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y) all pixels near x colour of pixel y

81 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y) all pixels near x spatial distance colour of pixel y

82 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y) all pixels near x colour distance spatial distance colour of pixel y

83 Bilateral filter edge preserving filter [Tomasi & Manduchi 1998] weight pixel contributions by filtered pixel colour at x spatial distance between pixels colour difference between pixels I (x) = 1 k y N x G σr ( E(x, y)) G σs (x y) I(y) all pixels near x colour distance spatial distance colour of pixel y normalisation constant k = y N x G σr ( E(x, y)) G σs (x y)

84 Bilateral filter

85 input image Bilateral filter

86 Bilateral filter input image spatial filter

87 Bilateral filter central pixel input image spatial filter

88 Bilateral filter central pixel input image spatial filter range weights (for central pixel)

89 Bilateral filter central pixel input image spatial filter = range weights (for central pixel) bilateral weights (for central pixel)

90 Bilateral filter central pixel input image filtered image spatial filter = range weights (for central pixel) bilateral weights (for central pixel)

91 Luminance quantisation colour quantisation for a cartoon-like effect but small changes in input can cause large changes in output: causes flickering, particularly in noisy videos solution: use soft quantisation can adapt sharpness according to luminance gradient in image hard boundaries only near strong gradients

92 Results so far

93 input image Results so far

94 Results so far input image abstracted

95 Results so far input image abstracted quantised

96 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980]

97 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980] input image

98 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980] input image Gaussian blur (σ=8)

99 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980] input image Gaussian blur (σ=8) Gaussian blur (σ=5)

100 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980] input image Gaussian blur (σ=8) = Gaussian blur (σ=5) difference of Gaussians

101 DoG edges DoG: difference of Gaussians approximation to human edge detection [Marr & Hildreth 1980] input image thresholding Gaussian blur (σ=8) DoG edges = Gaussian blur (σ=5) difference of Gaussians

102 Final result abstracted abstracted + quantised

103 Final result abstracted DoG edges abstracted + quantised

104 Final result abstracted! = DoG edges abstracted + quantised

105 Final result abstracted! = result (without quantisation) DoG edges abstracted + quantised

106 Final result abstracted! = result (without quantisation) DoG edges abstracted + quantised result (with quantisation)

107 Real-Time Video Abstraction Winnemöller, Olsen & Gooch 2006

108 Summary Non-photorealistic rendering is an alternative to conventional, photorealistic computer graphics aims to make visual communication more effective also strives to (semi-)automatically create aesthetic results resembling a variety existing art styles main venue: annual symposion on Non-Photorealistic Animation and Rendering (NPAR)

109 Questions?

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