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ArtBased Rendering of Fur, Grass, and Trees

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Art-Based Rendering of Fur, Grass, and Trees ... Fur, leaves, grass, ... Procedural placement. At silhouettes ... of fur graftals. Details of fur graftals ... – PowerPoint PPT presentation

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Title: ArtBased Rendering of Fur, Grass, and Trees


1
Art-Based Rendering of Fur, Grass, and Trees
CS780 Seminar
  • Michael A. Kowalski Lee Markosian J.D.
    Northrup Lubomir Bourdev Ronen Barzel
    Loring S. Holden Jhon F. Hughes

Presentation by Kim Jae-seop
2
Outline
  • Introduction
  • Related Work
  • Software Framwork
  • Graftal Textures
  • Results
  • Future Work
  • Conclusions

3
Introduction
  • Effective communication by an artist
  • Free-form shapes
  • A few well-chosen strokes

The Lorax
4
Introduction
  • Mimic the artists
  • Three goals
  • Style of rendering
  • Modeling burden
  • Interframe coherence
  • Procedural stroke-based textures

5
Related Work
  • Particle systems
  • Reeves 1983
  • Reeves and Blau 1985
  • Graftals
  • Smith 1984

6
Related Work
  • Stroke placing algorithm
  • Salisbury at al. 1997

7
Related Work
  • Particle-based brush strokes
  • Meier 1996

8
Software Framework
  • OpenGL
  • Patches, textures
  • Reference images
  • Color reference image
  • Texture placement
  • ID reference image
  • Texture position
  • Visibility check

9
Graftal Textures
  • Fur, leaves, grass,
  • Procedural placement
  • At silhouettes
  • Stick to the surface for interframe coherence

10
Placing Graftals with DIA
  • Difference image algorithm Salisbury at al.
    1997
  • To match the stroke density with the desired
    gray tone

11
Placing Graftals with DIA
  • Modified DIA
  • To control the graftal texture density

Updated
New graftal
Maximum desire (Next graftal position)
Previous difference image
Current rendering
Difference image
12
Placing Graftals with DIA
  • Interframe coherence
  • Make the graftals stick to object surface
  • Obtain 3D position by ID reference image and ray
    test
  • Attempt to place graftals on the same 3D
    position
  • Reject invalid ones
  • Place new graftals by DIA

13
Subtracting the blurred image
  • Whats the blurred image of graftals?
  • Gaussian dot
  • Volume ? graftals screen space area

14
Subtracting the blurred image
  • Zooming away
  • Realistic stroke would be too small on distant
    object

15
Subtracting the blurred image
  • Compensatory scaling
  • Convert object-space length L to screen space
    length s
  • Multiply weight r
  • What is r?
  • d a graftals desired screen space length
  • v0 corresponding volume
  • rd/s ? length d in every frame
  • r1 ? realistic
  • rw(d/s)(1-w)
  • Scaled volume v
  • v v0 rs2 d2
  • vv0(rs/d)2

16
Subtracting the blurred image
  • The volume to be subtracted
  • Find 2D Gaussian function such that
  • Subtract g(x-x0) from the difference image

17
Subtracting the blurred image
  • Is the graftal really desired?

Full detail
Reduced detail
Reject
18
Details of fur graftals
19
Details of fur graftals
  • Orientation
  • Face to camera

20
Results
21
Results
22
Results
Movie clip
23
Future Work
  • Handling flickering and poping
  • Fading and alpha blending
  • Graftals on the back face
  • Organizing levels of detail with static graftals

24
Conclusions
  • Expressiveness
  • Interactive frame rate (several frame/s)
  • Temporal coherence
  • There are still many problems.
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