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5 result(s) for "Stylized rendering"
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The expression of multimedia animation art design in the era of artificial intelligence
Aesthetic rules are the basis of animation art design, combined with the user-centered design method is a new form of multimedia animation art design. This paper combines the existing three-dimensional animation art forms of expression, the use of points, lines, and surfaces to generate three-dimensional animation three-dimensional space, and selected virtual reality technology to achieve three-dimensional animation conversion. Based on ray tracing algorithm and radiance global illumination technology, to optimize animation scene realism, analyze the difficulties of rendering image styles. Combined with the Canny edge extraction algorithm to extract the target area contour, homogenization processing of local area coloring, fusion of the extracted contour and coloring area, the formation of animation style rendering, constituting the design of this paper three-dimensional animation art design expression. Analyze the rendering data of trees in a typical natural scene and use design evaluation indexes to assess the performance impact of animation scene art design. The average score for the animation scene expressing information content, the average score for the animation matching with the information, and the average score for the animation effect art and beauty are 7.672, 7.027, and 7.474, respectively. The scores indicate that the animation art design expression proposed in this paper can provide a more accurate depiction of the aesthetics of animation art.
Real-time 3D rendering with hatching
We present an approach for real-time pen-and-ink hatching renderings on large scenes. Starting with 3D models including photorealistic textures and materials, we aim to propose a solution that produces hatched renderings. As we consider scene objects described as polygonal meshes with their own textures, we produce once hatching patterns at different tones and resolutions considering the material of each object. To achieve that, we create a flow direction map per texture pixel, using contour characteristics extracted from the original texture and then interpolated. Stroke trajectories are thus generated depending on the flow direction and using B-splines, providing tones from light-to-dark. Tones are then stored in a mutli-resolution tonal art map. Moreover, we aim to overcome the limitations of existing hatching rendering methods by introducing an illumination model, fully implemented on GPU and able to manage three shading types: regular shadow, soft/cast shadow and self-shadowing. Tones and hatching resolutions are, therefore, assigned according to local/global illumination supporting multiple light sources. Our model, both dedicated for 3D static model renderings and 3D model animation, supports model deformations and is also spatially and temporally coherent since it gives continuous hatching strokes during object animations and/or light displacements.
Lit-Sphere extension for artistic rendering
The Lit-Sphere model proposed by Sloan et al. (Proceedings of Graphics Interface 2001, pp. 143–150, 2001 ) is a method for emulating expressive artistic shading styles for 3D scenes. Assuming that artistic shading styles are described by view space normals, this model produces a variety of stylized shading scenes beyond traditional 3D lighting control. However, it is limited to the static lighting case: the shading effect is only dependent on the camera view. In addition, it cannot support small-scale brush stroke styles. In this paper, we propose a scheme to extend the Lit-Sphere model based on light space normals rather than view space normals. Owing to the light space representation, our shading model addresses the issues of the original Lit-Sphere approach, and allows artists to use a light source to obtain dynamic diffuse and specular shading. Then the shading appearance can be refined using stylization effects including highlight shape control, sub-lighting effects, and brush stroke styles. Our algorithms are easy to implement on GPU, so that our system allows interactive shading design.
Geometry-based shading for shape depiction enhancement
Recent works on Non-Photorealistic Rendering (NPR) show that object shape enhancement requires sophisticated effects such as: surface details detection and stylized shading. To date, some rendering techniques have been proposed to overcome this issue, but most of which are limited to correlate shape enhancement functionalities to surface feature variations. Therefore, this problem still persists especially in NPR. This paper is an attempt to address this problem by presenting a new approach for enhancing shape depiction of 3D objects in NPR. We first introduce a tweakable shape descriptor that offers versatile functionalities for describing the salient features of 3D objects. Then to enhance the classical shading models, we propose a new technique called Geometry-based Shading. This technique controls reflected lighting intensities based on local geometry. Our approach works without any constraint on the choice of material or illumination. We demonstrate results obtained with Blinn-Phong shading, Gooch shading, and cartoon shading. These results prove that our approach produces more satisfying results compared with the results of previous shape depiction techniques. Finally, our approach runs on modern graphics hardware in real time, which works efficiently with interactive 3D visualization.
Stylized strokes for coherent line drawings
Temporal coherence is one of the central challenges for rendering a stylized line. It is especially difficult for stylized contours of coarse meshes or non-uniformly sampled models, because those contours are polygonal feature edges on the models with no continuous correspondences between frames. We describe a novel and simple technique for constructing a 2D brush path along a 3D contour. We also introduce a 3D parameter propagation and re-parameterization procedure to construct stroke paths along the 2D brush path to draw coherently stylized feature lines with a wide range of styles. Our method runs in real-time for coarse or non-uniformly sampled models, making it suitable for interactive applications needing temporal coherence.