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

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Transcription:

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

Problem: Content Creation Available tools are difficult (Maya, 3DS ) Evolved from CAD (precise modeling) Requires special skills Geared toward trained experts Realism no stylization or abstraction Realism is expensive!

Realistic Modeling and Rendering of Plant Ecosystem Deussen, Hanrahan, Lintermann, Mech, Pharr, & Prusinkiewicz. SIGGRAPH 1998.

The Lorax. Dr. Seuss.

Non-photorealistic rendering (NPR) Extreme reduction of details Selective enhancement Stylization and abstraction Complexity is suggested

Proposal: Model by Drawing Draw shape and style Permit abstraction / stylization Stroke-based NPR

Potential Advantages Gain abstraction, stylization Re-use drawing skills Re-use existing images Re-use existing shapes Fast, lightweight modeling New applications, users education, architecture, design, animation, advertising, games

Research Challenges: NPR Stroke generation Levels of detail Temporal coherence Pattern synthesis Media simulation (e.g., paper, canvas, stone, etc.) Direct user control (e.g., let artist s use it) Picture element: pixel or stroke?

NPR History Technical Illustration [Saito 90] Pen & Ink [Winkenbach 94] Watercolor [Curtis 97] Paint [Hertzmann 98]

NPR History Painterly rendering for 3D models [Meier 96] Painterly rendering for video [Litwinowicz 97]

NPR History [Kowalski 99] [Gooch 98] [Praun 01] (video)

NPR History [Cohen 00] [Bourguignon 01] [Tolba 01]

NPR History Teddy: A Sketching Interface for 3D Freeform Design. Igarashi, Matsuoka & Tanaka. SIGGRAPH 1999.

NPR History SKETCH: An Interface for Sketching 3D Scenes. Zeleznik, Herndon & Hughes. SIGGRAPH 1996.

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Technical illustration Saito and Takahashi, Siggraph 90 Purpose: render 3D models in styles that are more comprehensible Method: Render various intermediate images Do image-processing operations on them Combine the results

Problem Parameters need careful (manual) tuning for good results

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Pen and Ink Winkenbach and Salesin, SIGGRAPH 94 Purpose: render 3D models as pen & ink drawings Method: annotate model with procedural textures Render tonal reference image Use it to guide pen and ink textures

Pen and Ink Salisbury, Anderson, Lischinski, and Salesin, SIGGRAPH 96 Purpose: define a scale-independent representation for pen & ink images

Salisbury et al., cont d Method: Store lo-res greyscale image annotated with discontinuities filter greyscale image to desired size, run stroke generation algorithm on it

Problems Only produces still images Would not provide temporal coherence What s the application?

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Painterly rendering Meier, SIGGRAPH 96 Problem: produce animations in a painterly style with temporal coherence of strokes Method: Populate surfaces with stroke particles Render with the help of reference images

Problem Particles have fixed distribution Need prescribed camera path

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Silhouette detection Real-Time Nonphotorealistic Rendering. Markosian, Kowalski, Trychin, Bourdev, Goldstein, & Hughes. SIGGRAPH 1997.

Applications Visualization Fast, simple line drawing style

Observation Silhouette edges are sparse connected in long chains temporally coherent

Randomized silhouette detection Algorithm Check a fraction of edges Find one, then whole chain Check old silhouettes Loop back Characteristics Simple Effective Small silhouettes come in late

Analysis n: number of edges in mesh s: edges in given silhouette chain c: number of edges to check P(miss the chain) c n s n αβ n α n β n α n β e c 1 n 1 n s 1 αβ e 1 n c α n s note take P(hit the chain)

Example Suppose at coarsest level mesh has 128 edges, and we want to detect a chain of 8 edges w/ probability p = 0.95 Then 0.707 We must take = log(1 p)/ 4.24

Video

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Art-based Rendering of Fur, Grass and Trees. Kowalski, Markosian, Northrup, Bourdev, Barzel, Holden & Hughes. SIGGRAPH 1999.

Art-based Rendering w/ Continuous Levels of Detail. Markosian, Meier, Kowalski, Holden, Northrup, & Hughes. NPAR 2000.

Dr. Seuss

Graftal Textures Detail elements (graftals) generated as needed

Scene without graftals

Scene with graftals

Scene with graftals Movie 1 Movie 2 Movie 3

Problems Where do you put graftals? Placement screen-space density Graftal textures defined in code hard to edit how to extend with UI? Coherence graftals popping in/out (better at low frame rates!)

Placement and duplication Designer creates a few example graftals Duplicates generated on surfaces explicitly procedurally Random variation

Local frame Base position (e.g. on surface) y (e.g. surface normal) x (e.g. cross product of y and view vector) y y x x local frame canonical space

Levels of detail Graftal computes current LOD Draws primitives that exceed threshold

Levels of detail Graftal computes current LOD Draws primitives that exceed threshold

Levels of detail LOD derived from: apparent size orientation elapsed time

Orientation Value used to selectively suppress LOD E.g.: 1 - v n

Discussion Good coherence Slow performance Introducing / removing elements Fading & thinning work well Growing looks creepy LOD mechanism too inflexible Need better UI

In more detail Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

WYSIWYG NPR: Drawing Strokes Directly on 3D Models. Kalnins, Markosian, Meier, Kowalski, Lee, Davidson, Webb, Hughes & Finkelstein. SIGGRAPH 2002.

Contributions Direct user-control for NPR Better silhouettes New media simulation Stroke synthesis by example Hatching with LODs

Overview of Components Base Coat Brush Style Paper Effect Decals Outlines Hatching

Brush Style Per stroke: Color Width Paper effect Rendered as triangle strips.

Strokes in OpenGL Based on Skeletal strokes Hsu et al., UIST 93

Paper Effect Height field texture: Peaks catch pigment Valleys resist pigment Implementation Pixel Shader

Paper Effect Re-map alpha with a paper texture height-field 1 1 1 a a a 0 a 1 0 a 1 0 a 1 peak valley intermediate

Hatching: LOD

WYSIWYG NPR Movie

Discussion Huge benefit from user-control Wide range of effects Interactive rates Future work Stroke patterns / synthesis Stroke behavior Graftals / LOD Silhouette coherence

In more details Technical illustration Pen & ink Painterly rendering Silhouette detection Graftals WYSIWYG NPR Coherent stylized silhouettes

Coherent Stylized Silhouettes. Kalnins, Davidson, Markosian & Finkelstein. SIGGRAPH 2003.

Goals Coherence for stylized silhouettes Balance competing objectives: Coherence in 3D 2D arc-length parameterization

Terms silhouette paths brush paths strokes

Overview of process Each sample records parameter value

Brush path parameterization s: arc-length parameter along brush path t: stylization parameter E.g.: t = ks (k is stretch factor )

Optimization Minimize energy that measures Deviation from votes Deviation from scaled arc-length Bending Energy terms are quadratic Differentiate, solve system of equations See next slide

Coherent Stylized Silhouettes Movie