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A Very Brief Overview of Non-Photorealistic Rendering
Conrad Albrecht-BuehlerGraduate Thesis SeminarSeptember 24, 2001
What is Non-Photorealistic Rendering (NPR)?
Rendering of an image to mimic media other than a photographGooch: provide info not readily apparent in a photo
NPR’s Usefulness
New Artistic ToolsCan provide more useful information than a photo mightLends attractiveness to visualizationsNew modes of visualization
NPR Applications
Artist ToolArchitectureCinemaGamesScientific VisualizationCartography
Types of NPR
Image Space Effects
Perspective Space Effects
Data Mapped Visualization
Image Space Effects
Techniques applied to an output image
Style “filters” mimic a familiar artistic style by modifying the pixel image
Some work has been done in automatic media generation based on an imput image, e.g. watercolor
From Teece
From Teece
From Curtis et al.
Perspective Space Effects
Techniques applied on input models Much work has been done recreating artistic
styles using 3D models as subjects Toon Shaders typically highlight silhouettes
based on the model Technical and Architectural sketch renderings
are created from models as well
From Teece
From Teece
From Teece
From Buchanan and Sousa
From Teece
Data Mapped
Techniques applied to input data and mapped to variables Cartography Scientific Visualization
From Agrawala and Stolte
From Healey
Implementing NPR techniques
Pencil and Paper
NPR for gaming Toon rendering in real-time NPR Quake
Pencil and Paper Rendering
Simulating the interaction of paper, pencil lead, eraser, and blender based on an observational model
From Buchanan and Sousa
From Buchanan and Sousa
From Buchanan and Sousa
From Buchanan and Sousa
Cartoon Rendering
Most cartoon rendering involves heavy, dark outlines and flat shading.Some work has been done in stylized cartoon rendering such as Dr. Suess
From Kawalski
From Sega’s Fur Fighters
Creating that Toon Look
The silhouette is the edge between a front and back facing polygonFor every front facing polygon XOR in 1 into the F fieldFor every back facing polygon XOR in 1 into the B field
The Vertex Hash Table
Vertex
VFB VFB VFB VFB
1 200 300 400 500
2 300 500 X00 X00
3 400 500 X00 X00
4 500 X00 X00 X00
5 X00 X00 X00 x00From Buchanan and Sousa
The Vertex Hash Table
Vertex
VFB VFB VFB VFB
1 210 310
400 500
2 310 500 X00 X00
3 400 500 X00 X00
4 500 X00 X00 X00
5 X00 X00 X00 x00From Buchanan and Sousa
P[1,2,3]
The Vertex Hash Table
Vertex
VFB VFB VFB VFB
1 210 300
410
500
2 310 500 X00 X00
3 410 500 X00 X00
4 500 X00 X00 X00
5 X00 X00 X00 x00From Buchanan and Sousa
P[1,3,4]
The Vertex Hash Table
Vertex
VFB VFB VFB VFB
1 210 300 410 500
2 310 500 X00 X00
3 411 501
X00 X00
4 501 X00 X00 X00
5 X00 X00 X00 x00From Buchanan and Sousa
P[3,4,5]
The Vertex Hash Table
Vertex
VFB VFB VFB VFB
1 211 300 411
500
2 311 500 X00 X00
3 411 500 X00 X00
4 500 X00 X00 X00
5 X00 X00 X00 x00From Buchanan and Sousa
Silhouette={(1,2),(2,3),(3,4),(1,4)}
Note: (3,1) would not be drawn
NPR Quake
Intercept OpenGL calls so that the rendering style can be implemented independent of the game engine