3D collage: Expressive non-realistic modeling (original) (raw)

3D collage

Proceedings of the 5th international symposium on Non-photorealistic animation and rendering - NPAR '07, 2007

The ability of computer graphics to represent images symbolically has so far been used mostly to render existing models with greater clarity or with greater visual appeal. In this work, we present a method aimed at harnessing this symbolic representation power to increase the expressiveness of the 3D models themselves. We achieve this through modification of the actual representation of 3D shapes rather than their images. In particular, we focus on 3D collage creation, namely, a generation of compound representations of objects. The ability of such representations to convey multiple meanings has been recognized for centuries. At the same time, it has also been acknowledged that for humans, the creation of compound 3D shapes is extremely taxing. Thus, this expressive but technically challenging artistic medium is a particularly good candidate to address using computer graphics methods. We present an algorithm for 3D collage generation that serves as an artistic tool performing the challenging 3D processing tasks, thus enabling the artist to focus on the creative side of the process.

Artistic 3D Object Creation Using Artificial Life Paradigms

Lecture Notes in Computer Science, 2007

This article describes a new interaction model for artistic shape generation. Instead of using a metaphor of the classical sculpting tools we propose a new approach based on a two level editing which both uses genetic programming methods: objects are created by means of subjective selection and generative evolution. We develop a new way to define these objects combining algebraic definition of implicit surfaces and CSG-like composition of these shapes. Along with these we propose a software tool that implements a simple way to manage this new approach in three dimensional objects design.

Interactive 3D caricature from harmonic exaggeration

Computers & Graphics, 2011

A common variant of caricature relies on exaggerating characteristics of a shape that differs from a reference template, usually the distinctive traits of a human portrait. This work introduces a caricature tool that interactively emphasizes the differences between two three-dimensional meshes. They are represented in the manifold harmonic basis of the shape to be caricatured, providing intrinsic controls on the deformation and its scales. It further provides a smooth localization scheme for the deformation. This lets the user edit the caricature part by part, combining different settings and models of exaggeration, all expressed in terms of harmonic filter. This formulation also allows for interactivity, rendering the resulting 3d shape in real time.

Rendering and animating expressive caricatures

2010

Abstract We present a novel approach for generating stylized artistic rendering of caricatures from a given face image, with the ability to map any one of the main six expressions and control the degree of its expressiveness on the generated caricature. Our method achieves this by manipulating the facial appearance and expressivity of the caricature, using quadratic deformation model representations of facial expressions.

8 Using Non-Photorealistic Rendering to Communicate Shape

2000

The advent of photography and computer graphics has not replaced artists. Imagery generated by artists provides information about objects that may not be readily apparent in photographs or real life. The same goal should apply to computer-generated images. This is the driving force behind non-photorealistic rendering. The term non-photorealistic rendering (NPR) is applied to imagery that looks as though it

Developing Creative AI to Generate Sculptural Objects

ArXiv, 2019

We explore the intersection of human and machine creativity by generating sculptural objects through machine learning. This research raises questions about both the technical details of automatic art generation and the interaction between AI and people, as both artists and the audience of art. We introduce two algorithms for generating 3D point clouds and then discuss their actualization as sculpture and incorporation into a holistic art installation. Specifically, the Amalgamated DeepDream (ADD) algorithm solves the sparsity problem caused by the naive DeepDream-inspired approach and generates creative and printable point clouds. The Partitioned DeepDream (PDD) algorithm further allows us to explore more diverse 3D object creation by combining point cloud clustering algorithms and ADD.

Artistic composition for image creation

2001

Altering the viewing parameters of a 3D object results in computer graphics images of varying quality. One aspect of image quality is the composition of the image. While the esthetic properties of an image are subjective, some heuristics used by artists to create images can be approximated quantitatively. We present an algorithm based on heuristic compositional rules for finding the format, viewpoint, and layout for an image of a 3D object. Our system computes viewing parameters automatically or allows a user to explicitly manipulate them.

Rendering complexity in computer-generated pen-and-ink illustrations

2004

We present a method to aid in the generation of pen-and-ink style renderings of complex geometry. Most illustration algorithms focus on rendering a small number of surfaces with as much detail and expression as possible. These methods break down when the scene is composed of many small, overlapping details that are not individually resolvable. We propose a hybrid 2D/3D pipeline that incorporates image processing with the full scene geometry to extract regions which may require special handling. For silhouette renderings, grayscale value is matched to a sample rendering while preserving important edges and texture. For hatched areas, the approximate surface properties of each logical region is represented. The result is an image that is more clear for informative purposes, and more artistic for aesthetic purposes.

RĂ©mi Ronfard Paper: Generating 3D Scenes in the style of Keith Haring.

1988

Abstract: Recently, interest in shape grammar models of pictorial style [1, 2] has been revived by the success of generative modelers for buildings and cities [3]. Stochastic methods have been introduced for learning the parameters of shape grammars to adapt to different architectural or visual styles, including Mondrian [4]. We extend that approach for generating 3D graphics in the style of Keith Haring paintings, whose visual vocabulary is significantly more complex than Mondrian.