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A Very Brief Overview of Non-Photorealistic Rendering. Conrad Albrecht-Buehler Graduate Thesis Seminar September 24, 2001. What is Non-Photorealistic Rendering (NPR)?. Rendering of an image to mimic media other than a photograph Gooch: provide info not readily apparent in a photo.
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A Very Brief Overview of Non-Photorealistic Rendering Conrad Albrecht-Buehler Graduate Thesis Seminar September 24, 2001
What is Non-Photorealistic Rendering (NPR)? • Rendering of an image to mimic media other than a photograph • Gooch: provide info not readily apparent in a photo
NPR’s Usefulness • New Artistic Tools • Can provide more useful information than a photo might • Lends attractiveness to visualizations • New modes of visualization
NPR Applications • Artist Tool • Architecture • Cinema • Games • Scientific Visualization • Cartography
Types of NPR • Image Space Effects • Perspective Space Effects • Data Mapped Visualization
Image Space Effects • Techniques applied to an output image • Style “filters” mimic a familiar artistic style by modifying the pixel image • Some work has been done in automatic media generation based on an imput image, e.g. watercolor
Perspective Space Effects • Techniques applied on input models • Much work has been done recreating artistic styles using 3D models as subjects • Toon Shaders typically highlight silhouettes based on the model • Technical and Architectural sketch renderings are created from models as well
Data Mapped • Techniques applied to input data and mapped to variables • Cartography • Scientific Visualization
Implementing NPR techniques • Pencil and Paper • NPR for gaming • Toon rendering in real-time • NPR Quake
Pencil and Paper Rendering • Simulating the interaction of paper, pencil lead, eraser, and blender based on an observational model
Cartoon Rendering • Most cartoon rendering involves heavy, dark outlines and flat shading. • Some work has been done in stylized cartoon rendering such as Dr. Suess
Creating that Toon Look • The silhouette is the edge between a front and back facing polygon • For every front facing polygon XOR in 1 into the F field • For every back facing polygon XOR in 1 into the B field
The Vertex Hash Table From Buchanan and Sousa
The Vertex Hash Table P[1,2,3] From Buchanan and Sousa
The Vertex Hash Table P[1,3,4] From Buchanan and Sousa
The Vertex Hash Table P[3,4,5] From Buchanan and Sousa
The Vertex Hash Table Silhouette={(1,2),(2,3),(3,4),(1,4)} Note: (3,1) would not be drawn From Buchanan and Sousa
NPR Quake • Intercept OpenGL calls so that the rendering style can be implemented independent of the game engine