Non-photorealistic rendering Research Papers - Academia.edu (original) (raw)

We present the concept of volumetric depth-peeling. The proposed method is conceived to render interior and ex-terior iso-surfaces for a fixed iso-value and to blend them without the need to render the volume multiple times. The main... more

We present the concept of volumetric depth-peeling. The proposed method is conceived to render interior and ex-terior iso-surfaces for a fixed iso-value and to blend them without the need to render the volume multiple times. The main advantage of our method over pre-integrated ...

Recently, in the area of non-photorealistic rendering, there has been a significant effort in digital painting research to simulate traditional painting styles and painting pigments. In particular, the simulation of painting tools is very... more

Recently, in the area of non-photorealistic rendering, there has been a significant effort in digital painting research to simulate traditional painting styles and painting pigments. In particular, the simulation of painting tools is very important because this enables an intuitive painting experience for a user and generates rich painting effects. Many painting systems have been proposed using brushes, but less for other painting tools. As a result, there is still a limitation in the variety of painting effects that can be generated. In this paper, we propose a method to simulate painting using a painting knife, which is an important tool in oil painting. We model a painting knife and model the pigments such that the system is suitable for realizing the impasto style. We also present a technique for simulating the interaction between a painting knife and pigments on a canvas in real-time.

The purpose of this project was to create several methods for achieving non-photorealistic appearance of the objects or, in other words, the goal was to create several different implementations of the cartoonish shader, which can... more

The purpose of this project was to create several methods for achieving non-photorealistic appearance of the objects or, in other words, the goal was to create several different implementations of the cartoonish shader, which can sometimes be referred to as a cel-shader or just toon-shader.

We present a paint model for use in interactive painting systems that captures a wide range of styles similar to oils or acrylics. The model includes both a numerical simulation to recreate the physical flow of paint and an optical model... more

We present a paint model for use in interactive painting systems that captures a wide range of styles similar to oils or acrylics. The model includes both a numerical simulation to recreate the physical flow of paint and an optical model to mimic the paint appearance.Our physical model for paint is based on a conservative advection scheme that simulates the

In this paper, we present a novel robotic system that produces watercolour paintings by means of a 6-degree-of-freedom collaborative robot. After an analysis of traditional watercolour, different non-photorealistic rendering techniques... more

In this paper, we present a novel robotic system that produces watercolour paintings by means of a 6-degree-of-freedom collaborative robot. After an analysis of traditional watercolour, different non-photorealistic rendering techniques are applied in order to elaborate digital images into artworks. Several algorithms, aimed at processing both the backgrounds and the details, are implemented. Then, the resulting rendering is converted into a sequence of trajectories that the robot reproduces on paper. During the process, the artist controlling the system can change both the algorithm parameters and the hardware variables (e.g. brush type, colour dilution, etc.) in order to obtain a different artistic rendering. The challenge is indeed not to faithfully reproduce an image but to introduce a personal and original contribution to the artwork. The robotic painting system described in this paper was named "Busker Robot" and it is the first automatic system that uses the watercolour technique for artistic rendering. It was installed at the "Algorithmic Arts and Robotics" exhibition during the international event "Trieste Next" (Trieste, Italy, September 2017) and won an Honorable Mention at the 2018 International Robotic Art Competition (RobotArt).

In this paper, we present non-photorealistic rendering techniques that are applied together with a painting robot to realize artworks with original styles. Our robotic painting system is called Busker Robot and it has been considered of... more

In this paper, we present non-photorealistic rendering techniques that are applied together with a painting robot to realize artworks with original styles. Our robotic painting system is called Busker Robot and it has been considered of interest in recent art fairs and international exhibitions. It consists of a six degree-of-freedom collaborative robot and a series of image processing and path planning algorithms. In particular, here, two different rendering techniques are presented and a description of the experimental setup is carried out. Finally, the experimental results are discussed by analyzing the elements that can account for the aesthetic appreciation of the artworks.

L'evoluzione della modellazione tridimensionale dagli albori ad oggi attraverso una cavalcata visuale e multimediale delle sue trasformazioni

This paper discusses the possibilities of video games as visual-oriented training. By focusing on the game Ōkami and its worldwide praised visual presentation, I will criticize the Western notion of dichotomy of word and image and provide... more

This paper discusses the possibilities of video games as visual-oriented training. By focusing on the game Ōkami and its worldwide praised visual presentation, I will criticize the Western notion of dichotomy of word and image and provide examples from Japanese cultures to problematize this Western oriented dichotomy. After demarcating the layer of 'typical Japanese' of Ōkami, comparison between Ōkami's visual style and traditional forms of Japanese art during the game will be made and subsequently put into perspective to illustrate the issues of the dichotomization of word and image. I will argue that video games would not be an inappropriate medium to combat visual illiteracy, considering the level of artistic freedom and popularity they enjoy.

This paper reports preliminary results of ongoing interdisciplinary research in digital humanities and animation. This research explores visualisation techniques (e.g., motion graphics, 3D animation, Non-Photorealistic Rendering) to... more

This paper reports preliminary results of ongoing interdisciplinary research in digital humanities and animation. This research explores visualisation techniques (e.g., motion graphics, 3D animation, Non-Photorealistic Rendering) to empower the study of depicted objects in Renaissance treatises on architecture and engineering. The aim is to pioneer a method that can be adopted by both scholars in the humanities and practitioners in animation to 1) take advantage of available editions and scholarship via interactive online systems (e.g., Engineering Historical Memory); 2) map and decode visual information and knowledge embodied in manuscripts; 3) create philologically correct 3D models and storytelling to unfold narratives embedded in drawings. As a showcase, this paper used Francesco di Giorgio Martini's drawings of the Corinthian capital in the manuscripts Ashburnham 361 (Biblioteca Medicea Laurenziana, Florence) and Saluzzo 148 (Musei Reali, Turin).

This paper presents a novel approach for real-time ink wash painting style rendering on geometric models. We first create an ink footprint model in particle form, then extract classified strokes from ordinary 3D models by utilizing the... more

This paper presents a novel approach for real-time ink wash painting style rendering on geometric models. We first create an ink footprint model in particle form, then extract classified strokes from ordinary 3D models by utilizing the existing geometry information, and finally combine the strokes and the ink to generate an immersive painted image. By taking advantage of parallel processing on GPU, consequently, the rendering of geometric models with realistic features of Chinese ink painting can be performed on a consumer-level PC in real-time.

Abstract: L’obiettivo di questo studio è la ricostruzione e l’analisi di un progetto non realizzato: il Gran Cimitero di Giuseppe Damiani Almeyda (1834-1911), a partire dai suoi disegni originali, disegnati a matita, inchiostro e... more

Abstract: L’obiettivo di questo studio è la ricostruzione
e l’analisi di un progetto non realizzato: il Gran Cimitero
di Giuseppe Damiani Almeyda (1834-1911),
a partire dai suoi disegni originali, disegnati a matita,
inchiostro e acquerello su cartoncino. Il progetto ha
vinto la medaglia d’oro sia alla Prima Mostra Nazionale
di Belle Arti di Firenze, nel 1861, sia alla Mostra
di Sicilia di Belle Arti, nel 1863. La ricostruzione del
modello tridimensionale è servita per dedurre elementi
di interpretazione e viste prospettiche, ombreggiate
o renderizzate, elaborate cercando rendere visibili gli
spazi immaginati nei disegni originari in proiezione
ortogonale.

Manga is a type of stylised bitonal drawings pleasing in terms of screen variety and tidy lines. In this paper, we present a method to draw architecture, spatial compositions and their details, including colours, textures, and tones,... more

Manga is a type of stylised bitonal drawings pleasing in terms of screen variety and tidy lines. In this paper, we present a method to draw architecture, spatial compositions and their details, including colours, textures, and tones, using manga drawing techniques. Given a colour image, such as photography, or drawing, our method finds the optimal solution for screening during the bi-tonal transformation, as well as a set of ideally abstracted line drawings. This offers a novel rendering appearance for the communication of architectural design. In our results we demonstrate successfully that our method generates manga-like drawings from an architectural image that preserve architectural key-elements, such as surface or material properties.

This paper proposes an image-based approach to animate painting procedure of Chinese ink painting at the brush stroke level. Given a painting image, first we obtain its brush strokes by a stroke decomposition method. Then based on our... more

This paper proposes an image-based approach to animate painting procedure of Chinese ink painting at the brush stroke level. Given a painting image, first we obtain its brush strokes by a stroke decomposition method. Then based on our brush stroke model built by vectorization and painting trajectory extraction, animation of its painting procedure can be displayed by our real-time rendering model. As for the applications, our approach could be useful for analysis of Chinese ink painting, as well as for art education.

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush” style, then draws strokes over the model... more

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush” style, then draws strokes over the model from one or more viewpoints. When the ...

In this paper, we present a new system of non-photorealistic rendering which allows landscape photographs to be automatically converted to look like Oriental paintings. Using various computer vision and image processing techniques, we can... more

In this paper, we present a new system of non-photorealistic rendering which allows landscape photographs to be automatically converted to look like Oriental paintings. Using various computer vision and image processing techniques, we can generate images with the rules and features commonly found in Oriental paintings. With such a system, anyone can create realistic Oriental paintings easily, without the years of practice that are usually required by Oriental artists.

We propose a hybrid method for computing apparent ridges, expressive lines recently introduced by Judd et al. Unlike their original method, which works over the mesh entirely in object space, our method combines object-space and... more

We propose a hybrid method for computing apparent ridges, expressive lines recently introduced by Judd et al. Unlike their original method, which works over the mesh entirely in object space, our method combines object-space and image-space computations and runs partially on the GPU, producing faster results in real time.