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

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Progressive histogram reshaping for creative color transfer and tone reproduction 渐进式直方图重塑创意色彩转移和色调再现
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809949
T. Pouli, E. Reinhard
Image manipulation takes many forms. A powerful approach involves image adjustment by example. To make color edits more intuitive, the intelligent transfer of a user-specified target image's color palette can achieve a multitude of creative effects, provided the user is supplied with a small set of straightforward parameters. We present a novel histogram reshaping technique which allows significantly more control than previous methods. Given that the user is free to chose any image as the target, the process of steering the algorithm becomes artistic. Moreover, we show for the first time that creative tone reproduction can be achieved by matching a high dynamic range image against a low dynamic range target.
图像处理有多种形式。一个强大的方法是通过例子来调整图像。为了使色彩编辑更加直观,用户指定的目标图像调色板的智能转移可以实现多种创造性效果,只要向用户提供一小组简单的参数。我们提出了一种新的直方图重塑技术,它允许比以前的方法更多的控制。考虑到用户可以自由选择任何图像作为目标,操纵算法的过程变得艺术化。此外,我们首次表明,创造性的色调再现可以通过匹配高动态范围的图像对低动态范围的目标来实现。
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引用次数: 81
Vector fluid: a vector graphics depiction of surface flow 矢量流体:表面流动的矢量图形描述
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809954
R. Ando, R. Tsuruno
We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes.
我们介绍了一种简单的技术,用于创建用矢量图形描述的流体轮廓,我们称之为“矢量流体”。在我们的系统中,流体中的固体区域被表示为封闭轮廓,并被流体流动平流,形成类似大理石花纹或sumi-nagashi的卷曲而清晰的形状(见图1)。我们方法背后的基本原则是固体区域的轮廓不应该碰撞。这意味着,如果区域的初始形状是一个凹多边形,那么该形状应该保持其拓扑结构,以便它可以呈现为一个规则的凹多边形,无论轮廓被平流扭曲得多么不规则。与其他技术相比,我们的方法在计算成本和复杂性的权衡中明确忽略了轨道表面的拓扑变化。我们还引入了一种自适应轮廓采样技术来减少这种额外的成本。我们探索2D中面向艺术使用的具体示例,并展示我们展示有机流体成分的方法的应用程序和鲁棒性。我们还演示了如何将我们的整个算法移植到GPU上,以提高复杂场景的交互性能。
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引用次数: 9
A few good samples: shape & tone depiction for Hermite RBF implicits 一些很好的例子:Hermite RBF隐式的形状和色调描述
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809941
E. V. Brazil, Ives Macêdo, M. Sousa, L. Velho, L. H. Figueiredo
We present techniques for rendering Hermite Radial Basis Function (HRBF) Implicits in different pen-and-ink styles. HRBF Implicits is a simple and compact representation, providing three fundamental qualities: a small number of point-normal samples as input for surface reconstruction, good projection of points near the surface, and smoothness of the gradient field. Our approach uses these qualities of HRBF implicits to generate a robust distribution of points to position the drawing primitives. The resulting implicit model is then rendered using point-based primitives to depict shape and tone using silhouettes with hidden-line attenuation, drawing directions, and stippling. We present sample renderings obtained for a variety of models.
我们提出了以不同笔墨风格呈现Hermite径向基函数(HRBF)隐式的技术。HRBF隐式是一种简单而紧凑的表示,提供了三个基本品质:少量的点法向样本作为表面重建的输入,表面附近点的良好投影,梯度场的平滑性。我们的方法使用HRBF隐含的这些特性来生成一个健壮的点分布来定位绘图原语。生成的隐式模型然后使用基于点的原语渲染,使用具有隐线衰减、绘制方向和点画的轮廓来描绘形状和色调。我们展示了为各种模型获得的示例渲染图。
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引用次数: 4
Diffusion constraints for vector graphics 矢量图形的扩散约束
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809944
Hedlena Bezerra, E. Eisemann, D. DeCarlo, J. Thollot
The formulation of Diffusion Curves [Orzan et al. 2008] allows for the flexible creation of vector graphics images from a set of curves and colors: a diffusion process fills out the parts of the image that are away from curves. However, this model has limitations in certain situations and does not always seem to agree with how an artist wants to use the software. First, the diffusion itself cannot be controlled, only the colors. Further, the fact that color needs to be defined everywhere along the curve can lead to tedious and nonintuitive interactions. In this paper, we present a number of adaptations to diffusion curves that constrain how color is spread across the image. Specifically, we argue for the utility of controlling the speed and direction of the color diffusion, and the ability to have barriers that can be defined without the need to specify a particular color along these curves. We also describe how this can be implemented by solving a linear system, and demonstrate the effectiveness of our solution on a number of examples.
扩散曲线的公式[Orzan et al. 2008]允许从一组曲线和颜色灵活地创建矢量图形图像:扩散过程填充图像中远离曲线的部分。然而,这种模式在某些情况下有局限性,并且似乎并不总是与艺术家想要使用软件的方式一致。首先,扩散本身无法控制,只能控制颜色。此外,需要在曲线上的任何地方定义颜色的事实可能会导致乏味和不直观的交互。在本文中,我们提出了一些适应扩散曲线,限制颜色如何在图像上传播。具体来说,我们主张控制颜色扩散的速度和方向的效用,以及可以在不需要沿着这些曲线指定特定颜色的情况下定义屏障的能力。我们还描述了如何通过求解线性系统来实现这一点,并在一些例子上证明了我们的解决方案的有效性。
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引用次数: 41
Towards mapping the field of non-photorealistic rendering 朝向非真实感渲染领域的映射
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809958
A. Gooch
Non-photorealistic rendering (NPR) as a field of research is generally described by what it is not and as a result it is often hard to embrace the strengths of non-photorealistic rendering as a discipline beyond digitizing or replicating traditional artistic techniques. Towards generating more discussion within the discipline, this paper provides a simple theory of NPR as a way of mapping perceived changes in a scene to perceived changes in a display. One can think of a photorealistic image as one that preserves a one-to-one mapping, such that parameters such as color, intensity, texture, edges, etc. in a scene are mapped to the same parameters in the display. NPR mappings are not one-to-one. For example edges in a scene may be mapped to black lines to generate a cartoon effect. Within this framework of mappings, a partial listing of previous techniques within the discipline is provided. The aim of this paper is to provide a type of road map to stimulate the future growth of the area of non-photorealistic rendering.
非真实感渲染(NPR)作为一个研究领域通常被描述为它不是什么,因此通常很难将非真实感渲染作为一门超越数字化或复制传统艺术技术的学科。为了在该学科中产生更多的讨论,本文提供了一个简单的NPR理论,作为一种将场景中的感知变化映射到显示中的感知变化的方法。我们可以将逼真的图像看作是保留一对一映射的图像,例如场景中的颜色、强度、纹理、边缘等参数映射到显示中的相同参数。NPR映射不是一对一的。例如,场景中的边缘可以映射到黑线以生成卡通效果。在这个映射框架中,提供了该规程中以前技术的部分列表。本文的目的是提供一种路线图,以刺激非真实感渲染领域的未来增长。
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引用次数: 6
Detail-preserving paint modeling for 3D brushes 为3D笔刷保留细节的油漆建模
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809943
N. Chu, William V. Baxter, Li-Yi Wei, N. Govindaraju
Recent years have witnessed significant advances in 3D brush modeling and simulation in digital paint tools. Compared with traditional 2D brushes, a 3D brush can be both more intuitive and more expressive by offering an experience closer to wielding a real, physical brush. To support popular media types such as oil and pastel, most previous 3D brush models have implemented paint smearing and mixing. This is generally accomplished by a simple repeated exchange of paint between the 3D brush and 2D canvas, with the paint picked up by the brush typically mapped directly onto the brush surface. In this paper we demonstrate that both repeated exchanges and direct mapping of paint onto brush surfaces are sub-optimal choices, leading to excessive loss of color detail and computational inefficiencies. We present new techniques to solve both problems, first by using a canvas snapshot buffer to prevent repeated paint exchange, and second by mapping brush paint onto a 2D, resolution-matched pickup map that sits underneath the brush, instead of mapping onto the 3D brush itself. Together, these act to minimize resampling artifacts, helping to preserve fine streaks and color details in strokes, while at the same time yielding improved efficiency by never sampling the brush more densely than necessary. We demonstrate the effectiveness of our method in a real-time paint system implemented on the GPU that simulates pastel and oil paint. Our method is simple and effective, and achieves a level of realism for these two media not attained by any previous work.
近年来,数字绘画工具在3D笔刷建模和仿真方面取得了重大进展。与传统的2D笔刷相比,3D笔刷可以更直观,更有表现力,提供更接近挥动真实的物理笔刷的体验。为了支持流行的媒体类型,如油彩和粉彩,大多数以前的3D画笔模型已经实现了油漆涂抹和混合。这通常是通过在3D画笔和2D画布之间简单的反复交换颜料来完成的,画笔通常会直接将颜料映射到画笔表面。在本文中,我们证明了重复交换和直接将油漆映射到画笔表面都是次优选择,导致颜色细节的过度损失和计算效率低下。我们提出了解决这两个问题的新技术,首先通过使用画布快照缓冲区来防止重复的油漆交换,其次通过将画笔油漆映射到位于画笔下方的2D,分辨率匹配的拾取地图上,而不是映射到3D画笔本身。总之,这些行为,以尽量减少重新采样的伪影,有助于保留细条纹和笔画的颜色细节,而在同一时间产生提高的效率,从来没有取样过于密集的笔刷比必要的。我们通过在GPU上实现的一个模拟粉彩和油画的实时油漆系统来验证我们方法的有效性。我们的方法简单而有效,为这两种媒体实现了以往任何作品都无法达到的现实主义水平。
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引用次数: 55
Non-Photorealistic Rendering and the science of art 非真实感渲染与艺术科学
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809957
Aaron Hertzmann
I argue that Non-Photorealistic Rendering (NPR) research will play a key role in the scientific understanding of visual art and illustration. NPR can contribute to scientific understanding of two kinds of problems: how do artists create imagery, and how do observers respond to artistic imagery? I sketch out some of the open problems, how NPR can help, and what some possible theories might look like. Additionally, I discuss the thorny problem of how to evaluate NPR research and theories.
我认为非真实感渲染(NPR)研究将在科学理解视觉艺术和插图方面发挥关键作用。NPR可以对两类问题的科学理解做出贡献:艺术家如何创造意象,以及观察者如何回应艺术意象?我概述了一些悬而未决的问题,NPR如何提供帮助,以及一些可能的理论是什么样子的。此外,我还讨论了如何评估NPR研究和理论的棘手问题。
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引用次数: 73
Viewing progress in non-photorealistic rendering through Heinlein's lens 通过海因莱因的镜头观看非真实感渲染的过程
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809959
A. Gooch, J. Long, Li Ji, A. Estey, B. Gooch
The field of non-photorealistic rendering is reaching a mature state. In its infancy, researchers explored the mimicry of methods and tools used by traditional artists to generate works of art, through techniques like watercolor or oil painting simulations. As the field has moved past mimicry, ideas from artists and artistic techniques have been adapted and altered for performance in the media of computer graphics, creating algorithmic aesthetics such as generative art or the automatic composition of objects in a scene, as well as abstraction in rendering and geometry. With these two initial stages of non-photorealistic rendering well established, the field must find new territory to cover. In this paper, we provide a high level overview of the past and current state of non-photorealistic rendering and call to arms the community to create the areas of research that make computation of non-photorealistic rendering generate never before realized results.
非真实感渲染领域正在走向成熟。在初期,研究人员通过水彩或油画模拟等技术,探索了传统艺术家创作艺术作品的方法和工具的模仿。随着该领域的发展,艺术家和艺术技术的想法已经被适应和改变,用于计算机图形学媒体的表现,创造出算法美学,如生成艺术或场景中物体的自动构图,以及渲染和几何中的抽象。随着这两个非真实感渲染的初始阶段的建立,该领域必须找到新的领域来覆盖。在本文中,我们提供了非真实感渲染的过去和现状的高层次概述,并呼吁武装社区创建研究领域,使非真实感渲染的计算产生从未实现的结果。
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引用次数: 45
Towards artistic minimal rendering 走向艺术最小渲染
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809953
Paul L. Rosin, Yu-Kun Lai
Many nonphotorealistic rendering techniques exist to produce artistic effects from given images. Inspired by various artistic work such as Warhol's, interesting artistic effects can be produced by using a minimal rendering, where the minimum refers to the number of tones as well as the number and complexity of the primitives used for rendering. To achieve this goal, based on various computer vision techniques, our method uses a combination of refined lines and blocks, as well as a small number of tones, to produce abstracted artistic rendering with sufficient elements from the original image. There is always a trade-off between reducing the amount of information and the ability to represent the shape and details of the original images. Judging the level of abstraction is semantic-based, so we believe that giving users this flexibility is probably a good choice. By changing some intuitive parameters, a wide range of visually pleasing results can be produced. Our method is usually fully automatic, but a small amount of user interaction can optionally be incorporated to obtain selective abstraction.
存在许多非真实感渲染技术来从给定的图像中产生艺术效果。受到沃霍尔等各种艺术作品的启发,可以通过使用最小渲染来产生有趣的艺术效果,其中最小是指色调的数量以及用于渲染的原语的数量和复杂性。为了实现这一目标,我们的方法基于各种计算机视觉技术,使用精炼的线条和块的组合,以及少量的色调,从原始图像中产生具有足够元素的抽象艺术渲染。在减少信息量和表现原始图像的形状和细节之间总是有一个权衡。判断抽象级别是基于语义的,所以我们认为给用户这种灵活性可能是一个不错的选择。通过改变一些直观的参数,可以产生各种视觉上令人愉悦的结果。我们的方法通常是全自动的,但是少量的用户交互可以选择性地合并,以获得选择性的抽象。
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引用次数: 24
IR2s: interactive real photo to Sumi-e IR2s:与Sumi-e互动的真实照片
Pub Date : 2010-06-07 DOI: 10.1145/1809939.1809947
Ning Xie, Hamid Laga, S. Saito, M. Nakajima
We propose an interactive sketch-based system for rendering oriental brush strokes on complex shapes. We introduce a contour-driven approach; the user inputs contours to represent complex shapes, the system estimates automatically the optimal trajectory of the brush, and then renders them into oriental ink paintings. Unlike previous work where the brush trajectory is explicitly provided as input, we automatically estimate this trajectory from the outline of the shapes to paint using a three-stages algorithm; first complex shapes are decomposed into elementary shapes that can be rendered with a single brush stroke. Second, we formulate the optimal brush trajectory estimation as the minimization of an energy function that measures the quality of the trajectory constrained by the variation along a stroke of the painting process parameters, such as the footprint position, size, orientation, and angular velocity. Finally, the estimated trajectories are rendered into brush strokes by mapping footprint textures scanned from real images. We combine the proposed framework with an interactive segmentation in order to convert real images into Oriental ink paintings. Experiments on complex shapes show that the proposed contour-based approach produces a large variety of strokes compared to trajectory-based approaches. It is particularly suitable for converting real images into Oriental ink paintings with minimum interaction.
我们提出了一个基于草图的交互式系统,用于在复杂形状上绘制东方笔触。我们引入了一种轮廓驱动的方法;用户输入代表复杂形状的轮廓,系统自动估计出画笔的最佳轨迹,然后将其渲染成东方水墨画。与之前的工作不同,我们明确地提供了笔刷轨迹作为输入,我们使用三阶段算法从形状的轮廓自动估计该轨迹。首先,复杂的形状被分解成可以用单个笔触渲染的基本形状。其次,我们将最优的笔刷轨迹估计表述为能量函数的最小化,该函数测量轨迹质量,该轨迹质量受沿笔画过程参数(如足迹位置、大小、方向和角速度)变化的约束。最后,通过映射从真实图像扫描的足迹纹理,将估计的轨迹渲染成笔触。我们将提出的框架与交互式分割相结合,以将真实图像转换为东方水墨画。对复杂形状的实验表明,与基于轨迹的方法相比,基于轮廓的方法产生的笔画种类更多。特别适合用最少的互动将真实影像转换成东方水墨画。
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引用次数: 34
期刊
International Symposium on Non-Photorealistic Animation and Rendering
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