《风帆时代》中沉浸式叙事的实时非真实感动画

Cassidy Curtis , Kevin Dart , Theresa Latzko , John Kahrs
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摘要

虚拟现实和增强现实等沉浸式媒体为非真实感动画带来了一些有趣的新挑战:我们不仅要平衡2D视觉风格与3D运动一致性的屏幕空间规则,还要考虑立体空间化和交互式相机运动,以每秒90帧的速率。我们介绍了两种新的实时渲染技术:MetaTexture,一种基于示例的纹理方法,坚持3D几何形状的运动,同时保留纹理的屏幕空间特征;Edge decomposition,一种通过使用结构化噪声扭曲来粗糙边缘的方法。我们还描述了一个自定义渲染管道,具有可艺术指导的着色,阴影过滤和纹理指示,以及我们实时动画和渲染绘画海洋的方法。我们展示了我们如何使用这些技术来实现实时沉浸式短片“航行时代”的“移动插图”风格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Real-time non-photorealistic animation for immersive storytelling in “Age of Sail”

Immersive media such as virtual and augmented reality pose some interesting new challenges for non-photorealistic animation: we must not only balance the screen-space rules of a 2D visual style against 3D motion coherence, but also account for stereo spatialization and interactive camera movement, at a rate of 90 frames per second. We introduce two new real-time rendering techniques: MetaTexture, an example-based texturing method that adheres to the movement of 3D geometry while preserving the texture’s screen-space characteristics, and Edge Breakup, a method for roughening edges by warping with structured noise. We also describe a custom rendering pipeline featuring art-directable coloring, shadow filtering, and texture indication, and our approach to animating and rendering a painterly ocean in real time. We show how we have used these techniques to achieve the “moving illustration” style of the real-time immersive short film “Age of Sail”.

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