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Combining sketch and tone for pencil drawing production 素描与色调相结合的铅笔画制作
Pub Date : 2012-06-04 DOI: 10.5555/2330147.2330161
Cewu Lu, Li Xu, Jiaya Jia
We propose a new system to produce pencil drawing from natural images. The results contain various natural strokes and patterns, and are structurally representative. They are accomplished by novelly combining the tone and stroke structures, which complement each other in generating visually constrained results. Prior knowledge on pencil drawing is also incorporated, making the two basic functions robust against noise, strong texture, and significant illumination variation. In light of edge, shadow, and shading information conveyance, our pencil drawing system establishes a style that artists use to understand visual data and draw them. Meanwhile, it lets the results contain rich and well-ordered lines to vividly express the original scene.
我们提出了一个从自然图像中生成铅笔画的新系统。结果包含各种自然笔画和图案,在结构上具有代表性。它们是通过新颖地结合音调和笔画结构来完成的,它们在产生视觉约束结果时相互补充。铅笔绘图的先验知识也被纳入,使两个基本功能对噪声,强纹理和显著的照明变化具有鲁棒性。在边缘、阴影和阴影信息传递方面,我们的铅笔画系统建立了一种艺术家用来理解视觉数据并绘制它们的风格。同时,让结果包含丰富有序的线条,生动地表现原景。
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引用次数: 11
Active strokes: coherent line stylization for animated 3D models 活动笔画:动画3D模型的连贯线条样式化
Pub Date : 2012-06-04 DOI: 10.2312/PE/NPAR/NPAR12/037-046
P. Bénard, Jingwan Lu, Forrester Cole, Adam Finkelstein, J. Thollot
This paper presents a method for creating coherently animated line drawings that include strong abstraction and stylization effects. These effects are achieved with active strokes: 2D contours that approximate and track the lines of an animated 3D scene. Active strokes perform two functions: they connect and smooth unorganized line samples, and they carry coherent parameterization to support stylized rendering. Line samples are approximated and tracked using active contours ("snakes") that automatically update their arrangment and topology to match the animation. Parameterization is maintained by brush paths that follow the snakes but are independent, permitting substantial shape abstraction without compromising fidelity in tracking. This approach renders complex models in a wide range of styles at interactive rates, making it suitable for applications like games and interactive illustrations.
本文提出了一种方法来创建连贯的动画线条图,包括强烈的抽象和风格化效果。这些效果是通过活动笔画实现的:2D轮廓近似并跟踪动画3D场景的线条。活动笔画执行两个功能:它们连接和平滑无组织的线样本,它们携带连贯的参数化以支持风格化呈现。使用活动轮廓(“蛇”)来逼近和跟踪线样本,这些轮廓会自动更新其排列和拓扑以匹配动画。参数化由跟随蛇的刷路径维护,但它们是独立的,允许大量的形状抽象,而不会影响跟踪的保真度。这种方法以交互速率呈现各种风格的复杂模型,使其适用于游戏和交互式插图等应用程序。
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引用次数: 31
No photos harmed/growing paths from seed: an exhibition 没有照片伤害/成长路径的种子:一个展览
Pub Date : 2012-06-04 DOI: 10.2312/PE/NPAR/NPAR12/001-010
S. Colton, Blanca Pérez Ferrer
We report on an exhibition centered around a dialogue between a Computational Creativity researcher presenting artwork generated by a computer program and a classically trained artist taking inspiration from the computational processes. The main purpose of the exhibition was to place software-generated art (where the program takes on some aesthetic and generative responsibilities, rather than acting as a mere tool) in both an art-production context and an art-historical context, by exploring the themes of creative responsibility and the loss of aura surrounding a work of art. A secondary purpose was to highlight the fact that computer generated art can be representational without relying on digital photographs as inputs. We describe certain technical hurdles we overcame in the production of the exhibition and the feedback we gained, in addition to elaborating on how the event and the project as a whole fits into an art-historical context. We conclude with brief details of another exhibition involving art generated by the same software system, where the notion of progression was explored; by describing a planned exhibition, where autonomy and independence in the system will be highlighted; and by providing a partial roadmap for progress towards autonomously creative software in the visual arts.
我们报道了一个展览,围绕着一个由计算机程序生成的艺术作品的计算创造力研究人员和一个从计算过程中获得灵感的受过经典训练的艺术家之间的对话。展览的主要目的是将软件生成的艺术(程序承担一些美学和生成的责任,而不仅仅是作为一种工具)置于艺术生产和艺术历史的背景下,通过探索创作责任和艺术作品周围光环的丧失的主题。第二个目的是强调这样一个事实,即计算机生成的艺术可以不依赖于数字照片作为输入而具有代表性。我们描述了我们在展览制作过程中克服的某些技术障碍,以及我们获得的反馈,此外还详细说明了活动和项目作为一个整体如何融入艺术历史背景。最后,我们简要介绍了另一个展览的细节,该展览涉及由同一软件系统生成的艺术,其中探索了进展的概念;通过描述一个计划中的展览,突出系统中的自主性和独立性;并为视觉艺术中自主创意软件的发展提供了部分路线图。
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引用次数: 11
Texture-preserving abstraction Texture-preserving抽象
Pub Date : 2012-06-04 DOI: 10.2312/PE/NPAR/NPAR12/075-082
D. Mould
Image abstraction traditionally eliminates texture, but doing so ignores the more elegant alternative of texture indication, e.g., suggesting the presence of texture through irregular silhouettes and locally chosen details. We propose a variant of geodesic image filtering which preserves the locally strongest edges, leading to preservation of both strong edges and weak edges depending on the surrounding context. Our contribution is to introduce cumulative range geodesic filtering, where the distance in the image plane is lengthened proportional to the color distance. We apply the new filtering scheme to abstraction applications and demonstrate that it has powerful structure-preserving capabilities, especially regarding preservation and indication of textures.
传统上,图像抽象消除了纹理,但这样做忽略了纹理指示的更优雅的选择,例如,通过不规则的轮廓和局部选择的细节来暗示纹理的存在。我们提出了一种测地线图像滤波的变体,它保留了局部最强的边缘,从而根据周围环境保留了强边缘和弱边缘。我们的贡献是引入累积距离测地线滤波,其中图像平面上的距离与颜色距离成比例地延长。我们将新的过滤方案应用于抽象应用,并证明了它具有强大的结构保持能力,特别是在纹理的保存和指示方面。
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引用次数: 16
TexToons: practical texture mapping for hand-drawn cartoon animations TexToons:用于手绘卡通动画的实用纹理映射
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024689
D. Sýkora, M. Ben-Chen, Martin Čadík, B. Whited, Maryann Simmons
We present a novel and practical texture mapping algorithm for hand-drawn cartoons that allows the production of visually rich animations with minimal user effort. Unlike previous techniques, our approach works entirely in the 2D domain and does not require the knowledge or creation of a 3D proxy model. Inspired by the fact that the human visual system tends to focus on the most salient features of a scene, which we observe for hand-drawn cartoons are the contours rather than the interior of regions, we can create the illusion of temporally coherent animation using only rough 2D image registration. This key observation allows us to design a simple yet effective algorithm that significantly reduces the amount of manual labor required to add visually complex detail to an animation, thus enabling efficient cartoon texturing for computer-assisted animation production pipelines. We demonstrate our technique on a variety of input animations as well as provide examples of postprocessing operations that can be applied to simulate 3D-like effects entirely in the 2D domain.
我们提出了一种新颖实用的手绘卡通纹理映射算法,它允许以最小的用户努力生产视觉丰富的动画。与以前的技术不同,我们的方法完全在2D领域工作,不需要知识或创建3D代理模型。受人类视觉系统倾向于关注场景最显著特征这一事实的启发,我们在手绘卡通中观察到的是轮廓而不是区域内部,我们可以仅使用粗略的2D图像配准来创建暂时连贯动画的错觉。这个关键的观察使我们能够设计一个简单而有效的算法,显着减少了向动画添加视觉复杂细节所需的体力劳动量,从而为计算机辅助动画制作管道提供高效的卡通纹理。我们展示了我们的技术上的各种输入动画,以及提供的后处理操作的例子,可以应用于模拟3d效果完全在2D领域。
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引用次数: 47
Artistic tessellations by growing curves 生长曲线的艺术镶嵌
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024697
Hua Li, D. Mould
In this paper we propose to tessellate a region by growing curves. We use a particle system, which flexibly provides good control over the final effects by variations of the initial placement, the placement order, curve direction, and curve properties. We also propose an automatic image-based mosaic method which has good texture indication, using a smoothed vector field to guide particle movement. The final irregular tessellation simulates stained glass where the elongated curved tiles suggest the content of highly textured areas. We give some additional applications, some of which resemble naturally occurring irregular patterns such as cracks and scales. We also notice that stacking a set of curves in a structured way can produce the illusion of a 3D shape.
在本文中,我们提出了用生长曲线对区域进行镶嵌的方法。我们使用了一个粒子系统,它灵活地通过改变初始位置、放置顺序、曲线方向和曲线属性来控制最终效果。我们还提出了一种基于图像的自动拼接方法,该方法使用平滑的矢量场来引导粒子运动,具有良好的纹理指示性。最后的不规则镶嵌模拟了彩色玻璃,其中细长的弯曲瓷砖暗示了高度纹理区域的内容。我们给出了一些额外的应用,其中一些类似于自然发生的不规则图案,如裂缝和鳞片。我们还注意到,以结构化的方式堆叠一组曲线可以产生3D形状的错觉。
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引用次数: 11
Evaluation of emotional response to non-photorealistic images 对非真实感图像的情绪反应评估
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024678
R. Mandryk, D. Mould, Hua Li
Non-photorealistic rendering (NPR) algorithms are used to produce stylized images, and have been evaluated on the aesthetic qualities of the resulting images. NPR-produced images have been used for aesthetic and practical reasons in media intended to produce an emotional reaction in a consumer (e.g., computer games, films, advertisements, and websites); however, it is not understood how the use of these algorithms affects the emotion portrayed in an image. We conducted a study of subjective emotional response to five common NPR approaches, two blurring techniques, and the original image with 42 participants, and found that the NPR algorithms dampened participants' emotional responses in terms of arousal (activation) and valence (pleasure).
非真实感渲染(NPR)算法用于生成风格化图像,并对生成的图像的美学质量进行了评估。美国国家公共电台制作的图像已被用于审美和实际的原因,旨在在消费者中产生情感反应的媒体(例如,电脑游戏,电影,广告和网站);然而,目前尚不清楚这些算法的使用如何影响图像中描绘的情绪。我们对42名参与者进行了五种常见的NPR方法、两种模糊技术和原始图像的主观情绪反应研究,发现NPR算法在唤醒(激活)和效价(愉悦)方面抑制了参与者的情绪反应。
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引用次数: 27
Hidden images 隐藏的图像
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024681
Qiang Tong, Song-Hai Zhang, Shimin Hu, Ralph Robert Martin
A hidden image is a form of artistic expression in which one or more secondary objects (or scenes) are hidden within a primary image. Features of the primary image, especially its edges and texture, are used to portray a secondary object. People can recognize both the primary and secondary intent in such pictures, although the time taken to do so depends on the prior experience of the viewer and the strength of the clues. Here, we present a system for creating such images. It relies on the ability of human perception to recognize an object, e.g. a human face, from incomplete edge information within its interior, rather than its outline. Our system detects edges of the object to be hidden, and then finds a place where it can be embedded within the scene, together with a suitable transformation for doing so, by optimizing an energy based on edge differences. Embedding is performed using a modified Poisson blending approach, which strengthens matched edges of the host image using edges of the object being embedded. We show various hidden images generated by our system.
隐藏图像是一种艺术表现形式,其中一个或多个次要对象(或场景)隐藏在主要图像中。主图像的特征,特别是它的边缘和纹理,被用来描绘次要物体。人们可以在这样的图片中识别出主要和次要的意图,尽管这样做所花费的时间取决于观看者先前的经验和线索的强度。在这里,我们提出了一个创建这样的图像的系统。它依赖于人类的感知能力,从物体内部不完整的边缘信息而不是其轮廓来识别物体,例如人脸。我们的系统检测要隐藏的物体的边缘,然后找到一个可以嵌入场景的地方,以及一个合适的转换,通过优化基于边缘差异的能量。使用改进的泊松混合方法进行嵌入,该方法使用被嵌入对象的边缘来增强宿主图像的匹配边缘。我们展示了系统生成的各种隐藏图像。
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引用次数: 32
Image simplification and vectorization 图像简化和矢量化
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024687
S. Olsen, B. Gooch
We present an unsupervised system which takes digital photographs as input, and generates simplified, stylized vector data as output. The three component parts of our system are image-space stylization, edge tracing, and edge-based image reconstruction. The design of each of these components is specialized, relative to their state of the art equivalents, in order to improve their effectiveness when used in such a combined stylization/vectorization pipeline. We demonstrate that the vector data generated by our system is often both an effective visual simplification of the input photographs, and an effective simplification in the sense of memory efficiency, as judged relative to state of the art lossy image compression formats.
我们提出了一个无监督系统,它以数码照片作为输入,并产生简化的、程式化的矢量数据作为输出。该系统的三个组成部分是图像空间风格化、边缘跟踪和基于边缘的图像重建。每个组件的设计都是专门的,相对于它们的最先进的等效物,以便在这样一个组合的风格化/矢量化管道中使用时提高它们的有效性。我们证明了由我们的系统生成的矢量数据通常是输入照片的有效视觉简化,以及相对于最先进的有损图像压缩格式的记忆效率意义上的有效简化。
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引用次数: 23
Towards ground truth in geometric textures 在几何纹理中走向真理
Pub Date : 2011-08-05 DOI: 10.1145/2024676.2024679
Zainab Almeraj, C. Kaplan, P. Asente, E. Lank
Two-dimensional geometric texture synthesis is the geometric analogue of raster-based texture synthesis. An absence of conventional evaluation procedures in recent synthesis attempts demands an inquiry into the visual significance of synthesized results. In this paper, we report on two psychophysical experiments that explore how people understand notions of similarity in geometric textures. We present perceptual metrics and human texture generation features that are crucial for future researchers when developing and assessing the success of their algorithms.
二维几何纹理合成是基于光栅的纹理合成的几何模拟。在最近的合成尝试中缺乏常规的评价程序,需要对合成结果的视觉意义进行调查。在本文中,我们报告了两个心理物理实验,探索人们如何理解几何纹理中的相似性概念。我们提出了感知度量和人类纹理生成特征,这些特征对于未来的研究人员在开发和评估其算法的成功时至关重要。
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引用次数: 8
期刊
International Symposium on Non-Photorealistic Animation and Rendering
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