Rendering optimisations for stylised sketching

H. Winnemöller, S. Bangay
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引用次数: 11

Abstract

We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.
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渲染优化的风格化草图
我们目前的工作,具体涉及到风格化,非真实感素描的渲染阶段。虽然在几何优化、表面拓扑、空间算法和自然媒体模拟方面已经发表了大量的工作,但渲染特定问题很少得到深入讨论,尽管它们经常得到承认。我们调查了最常见的风格化素描方法,并确定了可能的渲染优化。特别是,我们定义了用于描述人为错误组件的不确定性函数,讨论了这些函数与几何扰动和纹理轮廓素描的关系,并解释了如何缓存它们以提高性能。时间相干性,这是一个问题,提出了纹理轮廓素描,通过一个容易计算的可见性函数来解决。最后,我们通过以一种新颖的方式使用3d纹理,为无缝孵化提供了一种有效但令人惊讶的简单解决方案,这种解决方案通常会带来大量的计算开销。我们所有的优化都具有成本效益,易于实现,并与大多数现有算法一起工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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