Dynamic stylized shading primitives

David Vanderhaeghe, Romain Vergne, Pascal Barla, William V. Baxter
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引用次数: 14

Abstract

Shading appearance in illustrations, comics and graphic novels is designed to convey illumination, material and surface shape characteristics at once. Moreover, shading may vary depending on different configurations of surface distance, lighting, character expressions, timing of the action, to articulate storytelling or draw attention to a part of an object. In this paper, we present a method that imitates such expressive stylized shading techniques in dynamic 3D scenes, and which offers a simple and flexible means for artists to design and tweak the shading appearance and its dynamic behavior. The key contribution of our approach is to seamlessly vary appearance by using a combination of shading primitives that take into account lighting direction, material characteristics and surface features. We demonstrate their flexibility in a number of scenarios: minimal shading, comics or cartoon rendering, glossy and anisotropic material effects; including a variety of dynamic variations based on orientation, timing or depth. Our prototype implementation combines shading primitives with a layered approach and runs in real-time on the GPU.
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动态风格化的底纹原语
插图、漫画和图画小说中的阴影外观旨在同时传达照明、材料和表面形状特征。此外,阴影可能会根据表面距离、光照、人物表情、动作时机的不同配置而变化,以阐明故事情节或将注意力吸引到物体的一部分。在本文中,我们提出了一种在动态3D场景中模仿这种富有表现力的风格化着色技术的方法,为艺术家提供了一种简单灵活的方法来设计和调整着色外观及其动态行为。我们的方法的关键贡献是通过使用考虑光照方向、材料特性和表面特征的阴影原语组合来无缝地改变外观。我们在许多场景中展示了它们的灵活性:最小阴影,漫画或卡通渲染,光滑和各向异性材料效果;包括基于方向、时间或深度的各种动态变化。我们的原型实现将着色原语与分层方法相结合,并在GPU上实时运行。
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