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NonPhotorealistic Rendering

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NPR is the deliberate attempt to make complex graphics look like they are drawn by hand. NPR is also known as Expressive Rendering. ... – PowerPoint PPT presentation

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Title: NonPhotorealistic Rendering


1
Non-Photorealistic Rendering
  • MAJ Stevan J. French
  • Naval Postgraduate School
  • french_at_cs.nps.navy.mil

2
Overview
  • Definition
  • Motivation
  • NPR Programs
  • Conclusions
  • References
  • Questions

3
Definition
  • NPR is the deliberate attempt to make complex
    graphics look like they are drawn by hand.
  • NPR is also known as Expressive Rendering.
  • This is because NPR can express a complicated
    object with much less detail.

4
Motivation 1 of 2
  • Computer Graphics are great for precision
    rendering
  • But sometimes we dont want precision!

5
Motivation 2 of 2
  • To show a work in progress. A hasty appearance
    can signify that the idea is fresh.
  • To make the displayed graphics appear more
    user-friendly.
  • To simulate the type of natural media that
    artists use (pencil, charcoal, painting, etc).
  • To show more graphics in less time (multiple
    objects, animation, etc.).

6
NPR Programs
  • SKETCH
  • Orientable, Image-Based Pen Ink Illustrating
    (OIBPII)
  • Real-Time NPR
  • Teddy
  • Art-based NPR
  • View-Dependent Geometry (VDG)

7
SKETCH 1 of 4
  • Created by Robert Zeleznik, Director of User
    Interface Research _at_ Brown University.
  • Sketch provides an interface for drawing 3D
    scenes with 2D tools.
  • Designed to bridge the gap between hand sketches
    and computer-based modeling programs.

8
SKETCH 2 of 4
  • People normally initiate designs with paper a
    pencil instead of a computer for many reasons
  • Ease of use.
  • Precision is not required with a pencil!
  • Low cost, etc.
  • Sketch incorporates these features with those of
    CAD systems to approximate 3D polyhedral modeling.

9
SKETCH 3 of 4
  • The user simply sketches 2D primitives onto the
    computer instead of the paper.
  • SKETCH then instantiates the corresponding 3D
    primitive into the 3D scene.
  • SKETCH uses an automatic grouping mechanism to
    make it easier to transform aggregates of
    geometry.

10
SKETCH 4 of 4
  • The set of geometric primitives is more
    restricted than those in most CAD systems.
  • The user must therefore approximate complex
    shapes with aggregates of simpler primitives.
  • Using NPR, SKETCH allows users to see their
    concepts much quicker than traditional CAD
    programs.

11
Sketch Example
12
Sketch Example
  • The final product is a 3D representation which
    can be looked at from all angles!

.
.
13
OIB Pen Ink Illustrating 1 of 5
  • OIBPII was created by Michael Salisbury and
    assoc. at the University of Washington.
  • OIBPII was designed to abstract away detail,
    clarify shapes, and focus attention on specific
    points.
  • OIPBII creates an illustration from a
    geometric-based referenced image.

14
OIB Pen Ink Illustrating 2 of 5
  • Each illustration gets three defined components
  • A grey scale --- defines the tone at every
    point
  • A direction field --- defines the desired
    orientation of texture
  • A stroke example set --- fills the area with
    examples

15
OIB Pen Ink Illustrating 3 of 5
  • OIBPII drawing can easily be resized.
  • The components and scale create an orientable
    texture that forms the surfaces in the scene.
  • Several layers of imaging can be emplaced upon
    each other to give an overlapping appearance to
    the illustration.
  • The final result is quicker rendering than
    traditional CAD.

16
OIB Pen Ink Illustrating 4 of 5
  • Advantages over geometry-based systems include
  • Reduces task of geometric modeling.
  • Dont have to specify surface reflectance
    properties.
  • Can use any type of image input.
  • More direct user control in manipulating tone,
    texture, or sketched line orientation.

17
OIB Pen Ink Illustrating 5 of 5
  • OIBPII also works well with images as
    complicated as the human face and/or furry
    creatures.

Prof. Sam Buttrey ?
18
Real-Time NPR 1 of 4
  • Created by Lee Markosian and associates and
    presented at SIGGRAPH 97.
  • Motivation was the fact that NPR was primarily a
    batch-oriented process.
  • Sought to convert NPR into real-time.

19
Real-Time NPR 2 of 4
  • Markosian was able to determine visible lines and
    surfaces by improving upon Appels hidden-line
    algorithm.
  • This new method created
  • an acceptable alternative to wire-frame
    rendering.
  • An acceptable frame rate.

20
Real-Time NPR 3 of 4
  • Markosians point was that there are times when
    an artist does not want photograph quality
    graphics --- it is a question of intent.
  • If a designer doesnt want complex graphics, he
    shouldnt have to pay for it (in processing
    time).

21
Real-Time NPR 4 of 4
  • The key concept is Economy of Line (EOL).
  • EOL is the idea that a great deal of information
    can be conveyed by very few strokes.
  • The algorithm is thus preferential towards
    silhouettes, key features, and shading.
  • Shading strokes are used to help represent the
    depth of images.

22
Teddy 1 of 5
  • Was created by Takeo Igarashi and presented at
    SIGGAPH 99.
  • Teddy was inspired by SKETCH, extending its
    concepts.

23
Teddy 2 of 5
  • Teddy is a sketching interface for quickly and
    easily designing freeform models such as stuffed
    animals and other rotund objects.

24
Teddy 3 of 5
  • The user draws several 2D freeform strokes
    interactively on the screen and the system
    automatically constructs plausible 3D polygon
    surfaces.
  • The user doesnt have to manipulate control
    points or combine complicated editing operations.

25
Teddy 4 of 5
  • Like SKETCH, Teddy is designed for the rapid
    construction of approximation models (not for the
    careful editing of precise models).
  • The emphasis is on encouraging creative
    exploration.

26
Teddy 5 of 5
  • Teddy can be downloaded off the web and
    immediately used to create objects.
  • I will email everyone the web site later today.
  • This version of teddy uses a mouse to manipulate
    the created objects.
  • There is an online tutorial at the web site.

27
Art-Based NPR 1 of 4
  • This is another NPR project by Lee Markosian and
    his friends at Brown University.
  • The idea is that techniques used by
    artists/illustrators can be applied to increase
    the expressive power of 3D computer graphics.

28
Art-Based NPR 2 of 4
  • In order to create fuzz, fur, or grass, an artist
    must create the impression of free-form shapes.
  • This is difficult to do with conventional 3D
    modeling systems.
  • However, it can be done efficiently by adding
    graftal textures.

29
Art-Based NPR 3 of 4
  • The overall affect is a less complex image with
    as approximately the same amount of perceived
    detail.
  • There are two techniques for adding the graftal
    textures
  • Alpha blending (continually phasing detail in or
    out).
  • Fixed Placement (choosing what not to print).

30
Art-Based NPR 4 of 4
  • These techniques typically involve
  • An overall reduction of visual detail.
  • An enhancement of the most important details like
    facial features and object outlines.
  • With careful stylization, just a few strokes can
    be made to evoke a sense of complex geometry like
    leafy bushes or flowing, glossy hair.

31
Art-Based NPR Example
32
VD Geometry 1 of 4
  • VDG was created by Paul Rademacher at the
    University of North Carolina at Chapel Hill.
  • VDG is designed to be utilized in cartoon
    animation, to deal with artistic distortions.
  • Different models of the same character often
    conflict with each other.
  • VDG ensures that the presented model continually
    changes IAW the current viewpoint.

33
VD Geometry 2 of 4
  • The below rabbits ears change directions as his
    head turns.
  • This affect is next to impossible to capture in
    traditional CAD.
  • This is where VDG steps in!

34
VD Geometry 3 of 4
  • The user creates traditional models of the most
    common viewpoints.
  • VDG then creates deformed models for all
    additional key viewpoints.
  • As the animated objects moves, the software
    continually updates its representation based upon
    the current view (taking the 3 closest models,
    and merging them together).

35
V-D Geometry 4 of 4
  • The result is that the VDG model captures more of
    the intended artistic distortions that
    traditional CAD.

36
Conclusion
  • NPR is a great technique for either adding needed
    detail, or reducing processor time.
  • Now go play with Teddy!

37
References
  • SIGGRAPH 97 99.
  • www.cs.washington.edu
  • www.cs.brown.edu
  • www.mtl.t.u-tokyo.ac.jp/takeo
  • www.cs.unc.edu

38
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