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International Symposium on Non-Photorealistic Animation and Rendering最新文献

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Smoke Brush 烟刷
Pub Date : 2014-08-08 DOI: 10.1145/2630397.2630404
Sarah Abraham, D. Fussell
Non-Photorealistic Rendering covers a wide range of visual effects, and much work has been dedicated to create digital representations of traditional media --- either through artist controls or programmatically. We explore a variation of this work, which aims to create digital media that takes the metaphors of traditional media but applies them in ways that have no physical equivalent --- thus expanding notions of what digital media can represent. Smoke Brush is a system for applying smoke-like brush strokes to a digital canvas. Using Smoke Brush, artists can add animated, constrained smoke effects to existing pictures or create images represented entirely by smoke. Our drawing system produces artifacts that are realized as animated gifs --- a commonly available digital format used in cinemagraphs. We also describe a technique that produces smooth continuous motion in these looped animations that is faithful to the original artist input.
非真实感渲染涵盖了广泛的视觉效果,并且许多工作都致力于通过艺术家控制或编程来创建传统媒体的数字表示。我们探索了这项工作的一个变体,其目的是创造数字媒体,采用传统媒体的隐喻,但以没有物理等量物的方式应用它们——从而扩展数字媒体可以代表的概念。烟雾画笔是一个系统应用烟雾笔触到数字画布。使用烟雾刷,艺术家可以添加动画,约束烟雾效果到现有的图片或创建图像完全由烟雾代表。我们的绘图系统产生的工件被实现为动画gif -电影中常用的数字格式。我们还描述了一种技术,在这些循环动画中产生平滑的连续运动,忠实于原始艺术家的输入。
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引用次数: 3
Authorial subjective evaluation of non-photorealistic images 作者对非真实感图像的主观评价
Pub Date : 2014-08-08 DOI: 10.1145/2630397.2630400
D. Mould
I argue in favor of a systematic subjective evaluation of non-photorealistic images. Objective measurements are hard to design, and quantitative user studies are problematic for a multiplicity of reasons. Subjective evaluations are not quantitative but are faster to conduct and offer the chance to dig into subtleties that are obscured by numerical scores. By carefully laying out the important elements of the intended image style, and then evaluating their results according to their adherence to the style, researchers can produce convincing evaluations with a manageable level of effort.
我主张对非真实感图像进行系统的主观评价。客观的测量很难设计,定量的用户研究也有很多问题。主观评估不是定量的,但进行起来更快,并提供了挖掘被数字分数所掩盖的微妙之处的机会。通过仔细地列出预期图像风格的重要元素,然后根据他们对风格的坚持来评估他们的结果,研究人员可以以可控的努力水平产生令人信服的评估。
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引用次数: 11
Stylized keyframe animation of fluid simulations 流体模拟的风格化关键帧动画
Pub Date : 2014-08-08 DOI: 10.1145/2630397.2630406
Mark Browning, Connelly Barnes, Samantha Ritter, Adam Finkelstein
We present a method that combines hand-drawn artwork with fluid simulations to produce animated fluids in the visual style of the artwork. Given a fluid simulation and a set of keyframes rendered by the artist in any medium, our system produces a set of in-betweens that visually matches the style of the keyframes and roughly follows the motion from the underlying simulation. Our method leverages recent advances in patch-based regenerative morphing and image melding to produce temporally coherent sequences with visual fidelity to the target medium. Because direct application of these methods results in motion that is generally not fluid-like, we adapt them to produce motion closely matching that of the underlying simulation. The resulting animation is visually and temporally coherent, stylistically consistent with the given keyframes, and approximately matches the motion from the simulation. We demonstrate the method with animations in a variety of visual styles.
我们提出了一种将手绘艺术作品与流体模拟相结合的方法,从而制作出具有艺术作品视觉风格的动画流体。给定一个流体模拟和一组由艺术家在任何媒介中渲染的关键帧,我们的系统会生成一组在视觉上与关键帧风格相匹配的中间帧,并大致遵循底层模拟的运动轨迹。我们的方法充分利用了最近在基于补丁的再生变形和图像拼接方面取得的进展,从而生成具有目标媒介视觉保真度的时间连贯性序列。由于直接应用这些方法产生的运动通常不流畅,因此我们对它们进行了调整,以产生与底层模拟密切匹配的运动。由此产生的动画在视觉上和时间上都是连贯的,在风格上与给定的关键帧一致,并且与模拟的运动近似匹配。我们用各种视觉风格的动画演示了这种方法。
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引用次数: 21
RealPigment: paint compositing by example real色素:油漆合成的例子
Pub Date : 2014-08-08 DOI: 10.1145/2630397.2630401
Jingwan Lu, S. DiVerdi, Willa Chen, Connelly Barnes, Adam Finkelstein
The color of composited pigments in digital painting is generally computed one of two ways: either alpha blending in RGB, or the Kubelka-Munk equation (KM). The former fails to reproduce paint like appearances, while the latter is difficult to use. We present a data-driven pigment model that reproduces arbitrary compositing behavior by interpolating sparse samples in a high dimensional space. The input is an of a color chart, which provides the composition samples. We propose two different prediction algorithms, one doing simple interpolation using radial basis functions (RBF), and another that trains a parametric model based on the KM equation to compute novel values. We show that RBF is able to reproduce arbitrary compositing behaviors, even non-paint-like such as additive blending, while KM compositing is more robust to acquisition noise and can generalize results over a broader range of values.
数字绘画中合成颜料的颜色通常有两种计算方法:要么是RGB中的alpha混合,要么是Kubelka-Munk方程(KM)。前者无法再现油漆般的外观,而后者则难以使用。我们提出了一个数据驱动的颜料模型,该模型通过在高维空间中插值稀疏样本来再现任意合成行为。输入是一个彩色图表,它提供了组合样本。我们提出了两种不同的预测算法,一种是使用径向基函数(RBF)进行简单的插值,另一种是基于KM方程训练参数模型来计算新值。我们表明,RBF能够再现任意合成行为,甚至是非油漆的合成行为,如添加混合,而KM合成对采集噪声更具鲁棒性,并且可以在更广泛的值范围内推广结果。
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引用次数: 23
ElastiFace: matching and blending textured faces ElastiFace:匹配和混合纹理面
Pub Date : 2013-07-19 DOI: 10.1145/2486042.2486045
E. Zell, M. Botsch
In this paper we present ElastiFace, a simple and versatile method for establishing correspondence between textured face models, either for the construction of a blend-shape facial rig or for the exploration of new characters by morphing between a set of input models. While there exists a wide variety of approaches for inter-surface mapping and mesh morphing, most techniques are not suitable for our application: They either require the insertion of additional vertices, are limited to topological planes or spheres, are restricted to near-isometric input meshes, and/or are algorithmically and computationally involved. In contrast, our method extends linear non-rigid registration techniques to allow for strongly varying input geometries. It is geometrically intuitive, simple to implement, computationally efficient, and robustly handles highly non-isometric input models. In order to match the requirements of other applications, such as recent perception studies, we further extend our geometric matching to the matching of input textures and morphing of geometries and rendering styles.
在本文中,我们提出了ElastiFace,一种简单而通用的方法,用于在纹理面部模型之间建立对应关系,用于构建混合形状的面部rig或通过在一组输入模型之间变形来探索新字符。虽然存在各种各样的表面间映射和网格变形方法,但大多数技术都不适合我们的应用:它们要么需要插入额外的顶点,被限制在拓扑平面或球体上,被限制在近等距输入网格上,和/或涉及算法和计算。相比之下,我们的方法扩展了线性非刚性配准技术,以允许强烈变化的输入几何形状。它在几何上直观,易于实现,计算效率高,并且健壮地处理高度非等距输入模型。为了满足其他应用的需求,例如最近的感知研究,我们进一步将几何匹配扩展到输入纹理的匹配以及几何形状和渲染样式的变形。
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引用次数: 19
Rasterizing and antialiasing vector line art in the pixel art style 像素艺术风格的栅格化和抗锯齿矢量线条艺术
Pub Date : 2013-07-19 DOI: 10.1145/2486042.2486044
Tiffany Inglis, Daniel Vogel, C. Kaplan
Pixel artists rasterize vector shapes by hand to minimize artifacts at low resolutions and emphasize the aesthetics of visible pixels. We describe Superpixelator, an algorithm that automates this process by rasterizing vector line art at a low resolution pixel art style. Our technique successfully eliminates most rasterization artifacts and draws smoother curves. To draw shapes more effectively, we use optimization techniques to preserve shape properties such as symmetry, aspect ratio, and sharp angles. Our algorithm also supports "manual antialiasing," the style of antialiasing used in pixel art. Professional pixel artists report that Superpixelator's results are as good, or better, than hand-rasterized drawings by artists.
像素艺术家手工栅格化矢量形状,以尽量减少低分辨率下的人工制品,并强调可见像素的美学。我们描述了Superpixelator,一种通过在低分辨率像素艺术风格下光栅化矢量线条艺术来自动化此过程的算法。我们的技术成功地消除了大多数光栅化伪影,并绘制了更平滑的曲线。为了更有效地绘制形状,我们使用优化技术来保留形状属性,如对称性,长宽比和锐角。我们的算法还支持“手动抗锯齿”,这是像素艺术中使用的抗锯齿风格。专业像素艺术家报告说,Superpixelator的结果与艺术家手工光栅化的图纸一样好,甚至更好。
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引用次数: 14
Towards effective evaluation of geometric texture synthesis algorithms 探讨几何纹理合成算法的有效评价
Pub Date : 2013-07-19 DOI: 10.1145/2486042.2486043
Zainab Almeraj, C. Kaplan, P. Asente
In recent years, an increasing number of example-based Geometric Texture Synthesis (GTS) algorithms have been proposed. However, there have been few attempts to evaluate these algorithms rigorously. We are driven by this lack of validation and the simplicity of the GTS problem to look closer at perceptual similarity between geometric arrangements. Using samples from a geological database, our research first establishes a dataset of geometric arrangements gathered from multiple synthesis sources. We then employ the dataset in two evaluation studies. Collectively these empirical methods provide formal foundations for perceptual studies in GTS, insight into the robustness of GTS algorithms and a better understanding of similarity in the context of geometric texture arrangements.
近年来,越来越多的基于实例的几何纹理合成(GTS)算法被提出。然而,很少有人尝试严格评估这些算法。由于缺乏验证和GTS问题的简单性,我们更仔细地研究几何排列之间的感知相似性。利用来自地质数据库的样本,我们的研究首先建立了一个从多个合成源收集的几何排列数据集。然后,我们在两个评估研究中使用该数据集。总的来说,这些经验方法为GTS的感知研究,洞察GTS算法的鲁棒性以及更好地理解几何纹理排列背景下的相似性提供了正式的基础。
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引用次数: 7
Consistent stylization and painterly rendering of stereoscopic 3D images 一致的风格化和绘画渲染立体3D图像
Pub Date : 2012-06-04 DOI: 10.2312/PE/NPAR/NPAR12/047-056
L. Northam, P. Asente, C. Kaplan
We present a method for stylizing stereoscopic 3D images that guarantees consistency between the left and right views. Our method decomposes the left and right views of an input image into discretized disparity layers and merges the corresponding layers from the left and right views into a single layer where stylization takes place. We then construct new stylized left and right views by compositing portions of the stylized layers. Because the left and right views come from the same source layers, our method eliminates common artifacts that cause viewer discomfort. We also present a stereoscopic 3D painterly rendering algorithm tailored to our layer-based approach. This method uses disparity information to assist in stroke creation so that strokes follow surface geometry without ignoring painted surface patterns. Finally, we conduct a user study that demonstrates that our approach to stereoscopic 3D image stylization leads to images that are more comfortable to view than those created using other techniques.
我们提出了一种方法来程式化立体3D图像,保证左视图和右视图之间的一致性。我们的方法将输入图像的左视图和右视图分解为离散的视差层,并将左视图和右视图的相应层合并为一个图层,在这个图层中进行风格化。然后,我们通过组合风格化图层的各个部分来构造新的风格化的左右视图。因为左右视图来自相同的源层,所以我们的方法消除了导致查看者不适的常见工件。我们还提出了一种针对我们基于层的方法量身定制的立体3D绘画渲染算法。此方法使用视差信息来辅助笔画创建,以便笔画遵循表面几何形状而不会忽略绘制的表面图案。最后,我们进行了一项用户研究,表明我们的立体3D图像风格化方法导致图像比使用其他技术创建的图像更舒适。
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引用次数: 24
Shape-free hybrid image 无形状混合图像
Pub Date : 2012-06-04 DOI: 10.2312/PE/NPAR/NPAR12/011-019
Peeraya Sripian, Yasushi Yamaguchi
Hybrid image is the image that changes interpretation according to viewing distance. By simply extracting the low and the high spatial frequency bands from two source images, the combination result image can be interpreted differently by viewing distance. This research finds the way to allow construction of hybrid image regardless of the source image's shape. Without the need to carefully pick the two images to be superimposed, hybrid image can be extended to use with any kind of image contents. There are two approaches for accomplishing shape-free hybrid image. Noise-inserted approach forces observers to perceive alternative low frequency image as meaningless noises in a close viewing distance, by manipulating contrast and details in the high frequency image. Color-inserted approach helps attract the visual attention for the high frequency image perception is also introduced in this research. Finally, hybrid image recognition experiment proves that our proposed method yield a better recognition rate over the original method while preserving hybrid image characteristic.
混合图像是根据观看距离改变解译的图像。通过简单地提取两幅源图像的低频段和高频段,可以根据不同的观看距离对组合结果图像进行不同的解译。本研究找到了一种不考虑源图像形状的混合图像构建方法。无需仔细挑选要叠加的两个图像,混合图像可以扩展到与任何类型的图像内容一起使用。实现无形状混合图像有两种方法。插入噪声的方法通过操纵高频图像中的对比度和细节,迫使观察者在近距离观看时将低频图像视为无意义的噪声。在本研究中还引入了颜色插入方法,用于高频图像感知,有助于吸引视觉注意力。最后,混合图像识别实验证明,在保持混合图像特征的前提下,本文方法的识别率优于原方法。
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引用次数: 9
Pixelating vector line art 像素矢量线艺术
Pub Date : 2012-06-04 DOI: 10.1145/2342896.2343021
Tiffany Inglis, C. Kaplan
Creating pixel art is a laborious process that requires artists to place individual pixels by hand. Although many image editors provide vector-to-raster conversions, the results produced do not meet the standards of pixel art: artifacts such as jaggies or broken lines frequently occur. We describe a novel Pixelation algorithm that rasterizes vector line art while adhering to established conventions used by pixel artists. We compare our results through a user study to those generated by Adobe Illustrator and Photoshop, as well as hand-drawn samples by both amateur and professional pixel artists.
创建像素艺术是一个费力的过程,需要艺术家手工放置单个像素。虽然许多图像编辑器提供矢量到栅格的转换,但产生的结果不符合像素艺术的标准:诸如锯齿或虚线之类的人工制品经常出现。我们描述了一种新的像素化算法,该算法在坚持像素艺术家使用的既定惯例的同时,对矢量线艺术进行栅格化。我们通过用户研究将我们的结果与由Adobe Illustrator和Photoshop生成的结果以及业余和专业像素艺术家手绘的样本进行比较。
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引用次数: 20
期刊
International Symposium on Non-Photorealistic Animation and Rendering
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