• Title/Summary/Keyword: Non-photorealistic Rendering

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Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

3-D Facial Animation on the PDA via Automatic Facial Expression Recognition (얼굴 표정의 자동 인식을 통한 PDA 상에서의 3차원 얼굴 애니메이션)

  • Lee Don-Soo;Choi Soo-Mi;Kim Hae-Hwang;Kim Yong-Guk
    • The KIPS Transactions:PartB
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    • v.12B no.7 s.103
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    • pp.795-802
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    • 2005
  • In this paper, we present a facial expression recognition-synthesis system that recognizes 7 basic emotion information automatically and renders face with non-photorelistic style in PDA For the recognition of the facial expressions, first we need to detect the face area within the image acquired from the camera. Then, a normalization procedure is applied to it for geometrical and illumination corrections. To classify a facial expression, we have found that when Gabor wavelets is combined with enhanced Fisher model the best result comes out. In our case, the out put is the 7 emotional weighting. Such weighting information transmitted to the PDA via a mobile network, is used for non-photorealistic facial expression animation. To render a 3-D avatar which has unique facial character, we adopted the cartoon-like shading method. We found that facial expression animation using emotional curves is more effective in expressing the timing of an expression comparing to the linear interpolation method.

Analysis of the Oil painting for the painterly rendering -focusing on the 19C Impressionism painting- (회화적 렌더링 구현을 위한 유화 매체 분석 연구 -19C 인상주의 작품을 중심으로-)

  • Huh, Soo-Jung;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.259-264
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    • 2006
  • Some appearances of the result images from the researches on NPR(Non Photorealistic Rendering) look like contrary to the attributes of the real painting. As they are based on only the technical approach rather than the aesthetic and accurate analysis of the real painting which they modeled. Therefore the purpose of this paper is the abstraction of the exact features from the related real painting, the redefine of them applicable to the process, and the embodiment of the painterly NPR algorithms. This paper modeled the Impressionism which were originated in the France at the late nineteenth century. Accordingly, at first, I analyzed the general features of oil paintings and Impressionism paintings, and according to this analyses, I adjusted them to engineering elements(the direction, length, width, texture and speed of stroke, the edge and region of object, depth information and color etc) and programmed. I emphasize the importance and potentiality of the collaboration of artist and technician in the NPR research through the results in this paper.

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The Color Juxtaposition of Pointillism Based on Real-Works Analysis (실제 작품의 분석을 통한 점묘화의 색상병치)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.2
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    • pp.19-28
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    • 2010
  • In this paper, we proposes a method that analyzes the characteristics and patterns of color juxtaposition based on the color wheel used by pointillism painter and an algorithm that generates pointillistic images by applying obtained analysis data. In order to analyze color juxtaposition of pointillism, we extract the stroke colors of real painting and find the most similar probability density functions(PDFs) through applying good-of-fit tests for the probabilistic distribution of stroke colors. By performing the juxtaposition of color based on the found PDFs, we can convert input image to pointillistic image effectively. It can be seen that this study shows reliability in the use of data obtained from actual paintings and that leads to perform a reasonable work.

A Study of Brush Stroke Generation Using Color Transfer (칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 연구)

  • Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.11-18
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    • 2003
  • 본 논문에서는 회화적 렌더링에서 칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 새로운 알고리즘을 제안한다. 본 논문의 브러쉬 스트로크 생성을 위한 전체적인 구성은 다음과 같다. 첫째, 두 장의 사진(한 장의 소스 이미지와 한 장의 참조 이미지)을 입력으로 하여 칼라 변환 이론을 적용하여 색상 테이블이 바뀐 새로운 이미지를 생성한다. 이 방법은 소스 이미지의 칼라 분포 형태를 창조 이미지의 칼라 분포 형태로 변환하기 위해, 선형 히스토그램 매칭이라 불리는, 간단한 통계학적 방법을 이용한다. 둘째, 가우시안 블러링과 소벨 필터를 이용하여 에지를 검출한다. 검출된 에지는 브러쉬 스트로크 렌더링 시 에지 부분에서 스트로크를 클리핑 함으로써 이미지의 윤곽선 보존을 위해 사용된다. 셋째, 브러쉬 스트로크의 방향을 결정하기 위한 방향맵을 생성한다. 방향맵은 입력 영상에 대한 영역 분할 및 병합을 토대로 만들어진다. 영역별 각 픽셀들에 대해 이미지 그래디언트에 기초한 일정한 방향을 부여함으로써 방향맵을 구성한다. 넷째, 구성된 방향맵을 참조하여 브러쉬 스트로크 생성의 기초가 되는 베지어 곡선(Bezier Curve)의 제어점(Control point)을 설정한다. 실제 회화작품에서 사용되는 브러쉬 스트로크는 일반적으로 곡선의 형태를 이루므로 곡선 표현이 가능한 베지어 곡선을 이용하여 브러쉬 스트로크를 표현하였다. 마지막으로, 생성된 브러쉬 스트로크를 에지부문에서 클리핑하고 배경색을 참조하여 블렌딩하거나 퐁 조명 모델을 이용하여 이미지에 적용하게 된다.

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Painterly rendering using density of edges (에지 밀도 정보를 이용한 회화적 렌더링)

  • Lee, Ho-Chang;Park, Young-Sup;Seo, Sang-Hyun;Yoon, Kyung-Hyn
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.7-15
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    • 2006
  • The ultimate objective of painterly rendering is to express an inputted image as if it is hand drawn. The factors to express this painterly effect are thickness of the brush, direction, texture and the establishment of criteria judging if the produced brush will be drawn on to the canvas. In this paper, the algorithm using density of the edges in determining the criteria whether the brush will be drawn onto the canvas is proposed. Density of edges refers to the quantity of edge in the specific area. And uses the method of finding the location of the brush to be drawn as a unit of dynamic grid as well as expressing consistent directional through direction interpolation. Also, the texture is expressed using various textured brushes. Considering density of edges,We can express detailed area and abstract area. And it result in more human effect of oil painting.

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A Study on Stroke Based Rendering Using Painting Media Profile (페인팅 매체 프로파일을 이용한 스트로크 기반 렌더링에 관한 연구)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1640-1651
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    • 2009
  • In this paper we introduce a new approach to stroke based rendering using brush stroke profile. Our proposed method, based on image retrieval method, is a simple but flexible and scalable method to create various painting styles, for which scalable database constructed with the collection of real stroke data is used. Input image is reproduced with combinations of brush stoke in the database, when a search process to determinate appropriate brush stroke and a judgment process to decide whether to draw the retrieved brush stroke on the canvas or not are presented. In addition, this paper suggests a new brush stroke model and a depiction technique in order to utilize effective height information which allows natural texture depiction, or good visual effect, without carrying out physical simulation. Our method is able to create diverse variations of painting by controling various user parameters. It also provides scalable framework that can produce various painting styles with different artistic media by changing the stroke combinations of stroke database.

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A Study on Saliency-based Stroke LOD for Painterly Rendering (회화적 렌더링을 위한 세일리언시 기반의 스트로크 단계별 세부묘사 제어에 관한 연구)

  • Lee, Ho-Chang;Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.36 no.3
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    • pp.199-209
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    • 2009
  • In this paper, we suggest a stroke level of detail (LOD) based on a saliency density. On painter]y rendering, the stroke LOD has an advantage of making the observer concentrate on the main object and improving accuracy of expression. For the stroke LOD, it is necessary to classify the detailed and abstracted area. We divide the area on the basis of saliency distribution and the level of detailed expression is controlled based on the saliency information. 'We define that the area of which the saliency distribution is high is a major subject that an artist tries to express, it is described in detail. The area of which the saliency distribution is low is abstractly described. Each divided area has the abstraction level. And by adapting the brushes of which sizes are appropriate to each level, it is possible to express the area which needs to be expressed in details from the one which needs to be expressed abstractly.

A Study on Aerial Perspective on Painterly Rendering (회화적 렌더링에서의 대기원근법의 표현에 관한 연구)

  • Jang, Jae-Ni;Ryoo, Seung-Taek;Seo, Sang-Hyun;Lee, Ho-Chang;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1474-1486
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    • 2010
  • In this paper, we propose an algorithm which represents the distance depiction technique of real painting that named "Aerial Perspective" in painterly rendering. It is a painting technique that depicts the attenuations of light in the atmosphere, and the scattering effect is changed by the distance, altitude and density of atmospheres. For the reflection of these natures, we use the depth information corresponding to an input image and user-defined parameters, so that user changes the effect level. We calculate the distance and altitude of every pixel with the depth information and parameters about shot information, and control the scattering effects by expression parameters. Additionally, we accentuate the occluding edges detected by the depth information to clarify the sense of distance between fore and back-ground. We apply our algorithm on various landscape scenes, and generate the distance-emphasized results compared to existing works.

Research on the Productions of Analog Pens within the Smart Media (스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.413-421
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    • 2016
  • This research, mainly focused on the development of the iPhone exclusive app 'Sketch Plus', is on the production of pens within the smart media. Our goal is to develop and reproduce pens with surreal rendering as a base and during that process, describe the fusing process of design perspectives and algorithms. This research comprehends the concept of surreal rendering, which is a technique that mimics traditional art forms, and suggests 15 pen techniques and ways to display them by analyzing previous research on smart media. We have described the process of using hatching patterns and resused to solve lag problems that occur during the reproduction of pen techniques due to the limitations of smart devices and organized the conversion process of pen patterns into 4 steps: rough sketch, contrast, applying and mimicking patterns, and applying color. We hope that this research on the reproduction of analog pen techniques can be used as an example for production on fused surreal rendering.