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Walk-Through Illustrations Frame-Coherent Pen-and-Ink Style in a Game Engine. Bert Freudenberg Maic Masuch Thomas Strothotte Institut für Simulation und Graphik Universität Magdeburg. Walk-Through Illustrations. Overview Project background Games & NPR Our pen-and-ink style Outlining
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Walk-Through IllustrationsFrame-Coherent Pen-and-Ink Stylein a Game Engine Bert FreudenbergMaic MasuchThomas Strothotte Institut für Simulation und Graphik Universität Magdeburg
Walk-Through Illustrations • Overview • Project background • Games & NPR • Our pen-and-ink style • Outlining • Surfaces • Future directions
Project background • Excavation in 60ies
Project background • Virtual reconstruction since 1997
Project background • Visualizing uncertainty NPR
Project background • New challenge: Museum exhibition
Project background • Three projectors in spherical room 5.8 m
Project background • Real-time visualization? • Usual answer: Multi-pipe Onyx + Performer • Big $$$ • Boring • Our answer: 3 PCs + Game Engine • Much cheaper • More fun
Project background • 3D Game Engine provides • Efficient 3D content rendering • Networking for different views • Interaction • Just need real-time NPR in that engine!
Games & NPR • Pencil Whipped
Games & NPR • NPRQuake
Games & NPR • Why no commercial real-time NPR games? • Must support wide range of hardware • Processor speed • Graphics board • Rather new field • Probably soon
Pen-and-Ink • Elements • Outlines • Silhouettes • Discontinuities • Surfaces • Hatching • Detail
Outlines • New idea: • 42 = 18 + 16 + 8 • Draw? No YesMaybe
Outlines • Modeling edges • sharp or smooth • Preprocess • determine convexity • Draw edge if • sharp, or • smooth & convex & silhouette
e N v Outlines • Determining convexity • convex(e) v· N < 0
Outlines • Drawing edges • GL_LINES • Display list for sharp edges • Silhouettes immediate
Surfaces • Textures • Nothing else is fast enough
Surfaces • Plain texture on a single quad
Surfaces • Conventional mipmapping (average filtering)
Surfaces • Average-filtering an ink texture • All gray!
Surfaces • Solution • Hatch Maps • Abuse mipmapping
Hatch Maps • Mipmap levels for hatch maps • Mostly b/w!
Hatch Maps • Mipmapping with hatch maps
Hatch Maps • Mipmapping with hatch maps, trilinear
Surfaces • Uniform Hatching • Hatch Maps • Detail / Structure • Ink Maps
Ink Maps • Idea • Use hand-drawn maps • Problem • How to generate mipmap levels
Ink Maps • Average filtering
Ink Maps • Average filtering
Ink Maps • Minimum filtering
Ink Maps • Minimum filtering
Ink Maps • Intelligent filtering?
Intelligent filtering? Vectorize Draw each level for constant width Select lines to maintain tone and texture in a pleasing way How? Ink Maps
Intelligent filtering? Let an artist do it! Ink Maps
Hand drawn Ink Maps
Walk-Through Illustrations • What else? • Color + Shading
Walk-Through Illustrations • What else? • Hybrid scenes
Walk-Through Illustrations • Results • Extended a game engine for NPR • Faster silhouettes • Mipmap-based pen-and-ink textures • Frame-coherent • Constant line width • Constant density
Walk-Through Illustrations • Prototype implementation (2000) • Actual exhibition looks different
Walk-Through Illustrations • Exhibition Museum of Cultural History, MagdeburgOpen now until 2nd December 2001
Walk-Through Illustrations • Future directions • Add shading • Use colored lines • LOD
Walk-Through Illustrations • Acknowledgements • Co-Authors • Maic Masuch, Thomas Strothotte • Programming, Modelling • Niklas Röber, Thomas Fuchs • Museum of Cultural History, Magdeburg • Sebastian Kreiker, Babette Ludowici