Human perceptual processes organize visual input to make the structure of the world explicit. Successful techniques for automatic depiction, meanwhile, create images whose structure clearly matches the visual information to be conveyed. We discuss how analyzing these structures and realizing them in formal representations can allow computer graphics to engage with perceptual science, to mutual benefit. We call these representations visual explanations: their job is to account for patterns in two dimensions as evidence of a visual world.
{"title":"Visual explanations","authors":"D. DeCarlo, Matthew Stone","doi":"10.1145/1809939.1809960","DOIUrl":"https://doi.org/10.1145/1809939.1809960","url":null,"abstract":"Human perceptual processes organize visual input to make the structure of the world explicit. Successful techniques for automatic depiction, meanwhile, create images whose structure clearly matches the visual information to be conveyed. We discuss how analyzing these structures and realizing them in formal representations can allow computer graphics to engage with perceptual science, to mutual benefit. We call these representations visual explanations: their job is to account for patterns in two dimensions as evidence of a visual world.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125693594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present a new approach to deformable image registration suitable for articulated images such as hand-drawn cartoon characters and human postures. For such type of data state-of-the-art techniques typically yield undesirable results. We propose a novel geometrically motivated iterative scheme where point movements are decoupled from shape consistency. By combining locally optimal block matching with as-rigid-as-possible shape regularization, our algorithm allows us to register images undergoing large free-form deformations and appearance variations. We demonstrate its practical usability in various challenging tasks performed in the cartoon animation production pipeline including unsupervised inbetweening, example-based shape deformation, auto-painting, editing, and motion retargeting.
{"title":"As-rigid-as-possible image registration for hand-drawn cartoon animations","authors":"D. Sýkora, J. Dingliana, S. Collins","doi":"10.1145/1572614.1572619","DOIUrl":"https://doi.org/10.1145/1572614.1572619","url":null,"abstract":"We present a new approach to deformable image registration suitable for articulated images such as hand-drawn cartoon characters and human postures. For such type of data state-of-the-art techniques typically yield undesirable results. We propose a novel geometrically motivated iterative scheme where point movements are decoupled from shape consistency. By combining locally optimal block matching with as-rigid-as-possible shape regularization, our algorithm allows us to register images undergoing large free-form deformations and appearance variations. We demonstrate its practical usability in various challenging tasks performed in the cartoon animation production pipeline including unsupervised inbetweening, example-based shape deformation, auto-painting, editing, and motion retargeting.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124252669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sung-ye Kim, Ross Maciejewski, Tobias Isenberg, William M. Andrews, Wei Chen, M. Sousa, D. Ebert
In this work, we focus on stippling as an artistic style and discuss our technique for capturing and reproducing stipple features unique to an individual artist. We employ a texture synthesis algorithm based on the gray-level co-occurrence matrix (GLCM) of a texture field. This algorithm uses a texture similarity metric to generate stipple textures that are perceptually similar to input samples, allowing us to better capture and reproduce stipple distributions. First, we extract example stipple textures representing various tones in order to create an approximate tone map used by the artist. Second, we extract the stipple marks and distributions from the extracted example textures, generating both a lookup table of stipple marks and a texture representing the stipple distribution. Third, we use the distribution of stipples to synthesize similar distributions with slight variations using a numerical measure of the error between the synthesized texture and the example texture as the basis for replication. Finally, we apply the synthesized stipple distribution to a 2D grayscale image and place stipple marks onto the distribution, thereby creating a stippled image that is statistically similar to images created by the example artist.
{"title":"Stippling by example","authors":"Sung-ye Kim, Ross Maciejewski, Tobias Isenberg, William M. Andrews, Wei Chen, M. Sousa, D. Ebert","doi":"10.1145/1572614.1572622","DOIUrl":"https://doi.org/10.1145/1572614.1572622","url":null,"abstract":"In this work, we focus on stippling as an artistic style and discuss our technique for capturing and reproducing stipple features unique to an individual artist. We employ a texture synthesis algorithm based on the gray-level co-occurrence matrix (GLCM) of a texture field. This algorithm uses a texture similarity metric to generate stipple textures that are perceptually similar to input samples, allowing us to better capture and reproduce stipple distributions. First, we extract example stipple textures representing various tones in order to create an approximate tone map used by the artist. Second, we extract the stipple marks and distributions from the extracted example textures, generating both a lookup table of stipple marks and a texture representing the stipple distribution. Third, we use the distribution of stipples to synthesize similar distributions with slight variations using a numerical measure of the error between the synthesized texture and the example texture as the basis for replication. Finally, we apply the synthesized stipple distribution to a 2D grayscale image and place stipple marks onto the distribution, thereby creating a stippled image that is statistically similar to images created by the example artist.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132151472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Inspired by recent advances in high-quality mesh parameterization, I present a technique for decorating surfaces with seamless ornamental patterns. The patterns are transferred from planar drawings with wallpaper symmetry. I show that when the original drawing belongs to one of a few specific symmetry groups, then it can easily be rendered with low distortion on a suitably parameterized mesh. The result is not symmetric, but retains most of the structure of the original drawing.
{"title":"Semiregular patterns on surfaces","authors":"C. Kaplan","doi":"10.1145/1572614.1572620","DOIUrl":"https://doi.org/10.1145/1572614.1572620","url":null,"abstract":"Inspired by recent advances in high-quality mesh parameterization, I present a technique for decorating surfaces with seamless ornamental patterns. The patterns are transferred from planar drawings with wallpaper symmetry. I show that when the original drawing belongs to one of a few specific symmetry groups, then it can easily be rendered with low distortion on a suitably parameterized mesh. The result is not symmetric, but retains most of the structure of the original drawing.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126109077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Thomas Hurtut, Pierre-Edouard Landes, J. Thollot, Y. Gousseau, R. Drouillhet, Jean‐François Coeurjolly
We present a technique for the analysis and re-synthesis of 2D arrangements of stroke-based vector elements. The capture of an artist's style by the sole posterior analysis of his/her achieved drawing poses a formidable challenge. Such by-example techniques could become one of the most intuitive tools for users to alleviate creation process efforts. Here, we propose to tackle this issue from a statistical point of view and take specific care of accounting for information usually overlooked in previous research, namely the elements' very appearance. Composed of curve-like strokes, we describe elements by a concise set of perceptually relevant features. After detecting appearance dominant traits, we can generate new arrangements that respect the captured appearance-related spatial statistics using multitype point processes. Our method faithfully reproduces visually similar arrangements and relies on neither heuristics nor post-processes to ensure statistical correctness.
{"title":"Appearance-guided synthesis of element arrangements by example","authors":"Thomas Hurtut, Pierre-Edouard Landes, J. Thollot, Y. Gousseau, R. Drouillhet, Jean‐François Coeurjolly","doi":"10.1145/1572614.1572623","DOIUrl":"https://doi.org/10.1145/1572614.1572623","url":null,"abstract":"We present a technique for the analysis and re-synthesis of 2D arrangements of stroke-based vector elements. The capture of an artist's style by the sole posterior analysis of his/her achieved drawing poses a formidable challenge. Such by-example techniques could become one of the most intuitive tools for users to alleviate creation process efforts. Here, we propose to tackle this issue from a statistical point of view and take specific care of accounting for information usually overlooked in previous research, namely the elements' very appearance. Composed of curve-like strokes, we describe elements by a concise set of perceptually relevant features. After detecting appearance dominant traits, we can generate new arrangements that respect the captured appearance-related spatial statistics using multitype point processes. Our method faithfully reproduces visually similar arrangements and relies on neither heuristics nor post-processes to ensure statistical correctness.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133225018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A computerized airbrush system with a full three dimensional airbrush interface is presented. The position and orientation of an electronic airbrush tool is tracked in space, and, when the trigger is pulled, paint is sprayed onto two and three dimensional objects displayed on a computer monitor. The experimentally derived paint spray model used for the airbrush takes into account factors such as air to paint ratio, viscosity, and distance of the airbrush from the work. Paint mixing between colors applied to the surface is modeled using Kubelka-Munk theory. Computerized stencils, including semi-permeable stencils, can be manually positioned by the artist or projected onto the object's surface. Two and three dimensional examples of traditional airbrush artwork, produced using the system, are presented. The system can also be used as a modeling tool to decorate three dimensional objects.
{"title":"Airbrush simulation for artwork and computer modeling","authors":"Jonathan Konieczny, G. Meyer","doi":"10.1145/1572614.1572625","DOIUrl":"https://doi.org/10.1145/1572614.1572625","url":null,"abstract":"A computerized airbrush system with a full three dimensional airbrush interface is presented. The position and orientation of an electronic airbrush tool is tracked in space, and, when the trigger is pulled, paint is sprayed onto two and three dimensional objects displayed on a computer monitor. The experimentally derived paint spray model used for the airbrush takes into account factors such as air to paint ratio, viscosity, and distance of the airbrush from the work. Paint mixing between colors applied to the surface is modeled using Kubelka-Munk theory. Computerized stencils, including semi-permeable stencils, can be manually positioned by the artist or projected onto the object's surface. Two and three dimensional examples of traditional airbrush artwork, produced using the system, are presented. The system can also be used as a modeling tool to decorate three dimensional objects.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122013207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstraction in imagery results from the strategic simplification and elimination of detail to clarify the visual structure of the depicted shape. It is a mainstay of artistic practice and an important ingredient of effective visual communication. We develop a computational method for the abstract depiction of 2D shapes. Our approach works by organizing the shape into parts using a new synthesis of holistic features of the part shape, local features of the shape boundary, and global aspects of shape organization. Our abstractions are new shapes with fewer and clearer parts.
{"title":"Abstraction of 2D shapes in terms of parts","authors":"Xiaofeng Mi, D. DeCarlo, Matthew Stone","doi":"10.1145/1572614.1572617","DOIUrl":"https://doi.org/10.1145/1572614.1572617","url":null,"abstract":"Abstraction in imagery results from the strategic simplification and elimination of detail to clarify the visual structure of the depicted shape. It is a mainstay of artistic practice and an important ingredient of effective visual communication. We develop a computational method for the abstract depiction of 2D shapes. Our approach works by organizing the shape into parts using a new synthesis of holistic features of the part shape, local features of the shape boundary, and global aspects of shape organization. Our abstractions are new shapes with fewer and clearer parts.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131463624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This work presents a novel approach for dynamically rendering annotations attached to a 3D scene. We formulate the problem as a general optimization under constraints, accounting for certain desirable properties. To approximately solve the NP-hard optimization problem in real-time, we present a particular heuristic that greedily places labels while maintaining constraints. Typical greedy label placement algorithms do not pay particular attention to the order of placement and, as a result, suffer from the fundamental limitation that successive labels get progressively more difficult to place. We use algorithmic and mathematical tools that compensate for the drawback of typical greedy approaches. In addition, they are well suited for GPU implementation, because they are completely image based. As a result, we can place tens of labels in real-time, as demonstrated in this paper.
{"title":"Dynamic label placement for improved interactive exploration","authors":"Thierry Stein, Xavier Décoret","doi":"10.1145/1377980.1377986","DOIUrl":"https://doi.org/10.1145/1377980.1377986","url":null,"abstract":"This work presents a novel approach for dynamically rendering annotations attached to a 3D scene. We formulate the problem as a general optimization under constraints, accounting for certain desirable properties. To approximately solve the NP-hard optimization problem in real-time, we present a particular heuristic that greedily places labels while maintaining constraints. Typical greedy label placement algorithms do not pay particular attention to the order of placement and, as a result, suffer from the fundamental limitation that successive labels get progressively more difficult to place. We use algorithmic and mathematical tools that compensate for the drawback of typical greedy approaches. In addition, they are well suited for GPU implementation, because they are completely image based. As a result, we can place tens of labels in real-time, as demonstrated in this paper.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134644020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The last decade of this past century has been witness to a revolution in the development and application of mathematical techniques to origami, the centuries-old Japanese art of paper-folding. The techniques used in mathematical origami design range from the abstruse to the highly approachable. In this talk, I will describe how geometric concepts led to the solution of a broad class of origami folding problems - specifically, the problem of efficiently folding a shape with an arbitrary number and arrangement of flaps, and along the way, enabled origami designs of mind-blowing complexity and realism, some of which you'll see, too. As often happens in mathematics, theory originally developed for its own sake has led to some surprising practical applications. The algorithms and theorems of origami design have shed light on long-standing mathematical questions and have solved practical engineering problems. I will discuss examples of how origami has enabled safer airbags, Brobdingnagian space telescopes, and more.
{"title":"From flapping birds to space telescopes: the modern science of origami","authors":"R. Lang","doi":"10.1145/1377980.1377983","DOIUrl":"https://doi.org/10.1145/1377980.1377983","url":null,"abstract":"The last decade of this past century has been witness to a revolution in the development and application of mathematical techniques to origami, the centuries-old Japanese art of paper-folding. The techniques used in mathematical origami design range from the abstruse to the highly approachable. In this talk, I will describe how geometric concepts led to the solution of a broad class of origami folding problems - specifically, the problem of efficiently folding a shape with an arbitrary number and arrangement of flaps, and along the way, enabled origami designs of mind-blowing complexity and realism, some of which you'll see, too. As often happens in mathematics, theory originally developed for its own sake has led to some surprising practical applications. The algorithms and theorems of origami design have shed light on long-standing mathematical questions and have solved practical engineering problems. I will discuss examples of how origami has enabled safer airbags, Brobdingnagian space telescopes, and more.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116107976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Halftoning algorithms attempt to match the tone of an input image despite lower color resolution in the output. However, in some artistic media and styles, tone matching is not at all the goal; rather, details are either portrayed sharply or omitted entirely. In this paper, we present an algorithm for abstracting arbitrary input images into black and white images. Our goal is to preserve details while as much as possible producing large regions of solid color in the output. We present two methods based on energy minimization, using loopy belief propagation and graph cuts, but it is difficult to devise a single energy term that both sufficiently promotes coherence and adequately preserves details. We next propose a third algorithm separating these two concerns. Our third algorithm involves composing a base layer, consisting of large flat-colored regions, with a detail layer, containing the small high-contrast details. The base layer is computed with energy minimization, while local adaptive thresholding gives the detail layer. The final labeling is tidied by removing small components, vectorizing, and smoothing the region boundaries. The output images satisfy our goal of high spatial coherence with detail preservation.
{"title":"Stylized black and white images from photographs","authors":"D. Mould, Kevin Grant","doi":"10.1145/1377980.1377991","DOIUrl":"https://doi.org/10.1145/1377980.1377991","url":null,"abstract":"Halftoning algorithms attempt to match the tone of an input image despite lower color resolution in the output. However, in some artistic media and styles, tone matching is not at all the goal; rather, details are either portrayed sharply or omitted entirely.\u0000 In this paper, we present an algorithm for abstracting arbitrary input images into black and white images. Our goal is to preserve details while as much as possible producing large regions of solid color in the output. We present two methods based on energy minimization, using loopy belief propagation and graph cuts, but it is difficult to devise a single energy term that both sufficiently promotes coherence and adequately preserves details. We next propose a third algorithm separating these two concerns. Our third algorithm involves composing a base layer, consisting of large flat-colored regions, with a detail layer, containing the small high-contrast details. The base layer is computed with energy minimization, while local adaptive thresholding gives the detail layer. The final labeling is tidied by removing small components, vectorizing, and smoothing the region boundaries. The output images satisfy our goal of high spatial coherence with detail preservation.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121044261","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}