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NPR Animation

Explore the world of Non-Photorealistic Rendering (NPR) with a fun twist in this animation where Starcraft meets classical cartoon effects. Learn about NPR techniques like cel-shading and toon shaders. Discover the art of NPR rendering in animation production.

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NPR Animation

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  1. NPR Animation Starcraft in Cartoon Speaker: Shuen-Huei Guan 2001/1/8

  2. Keywords • NPR • Non-Photorealistic Rendering • Cartoon Rendering • Toon Shader • Pen and Ink • Cel-look, cel-shading

  3. Motivation • NPR is slow for real-time rendering. • So we decided to render it slowly and make it a clip of animation. • And we love Starcraft! (Don’t tell me you’ve never heard of it!) • Then we got a cool idea: remake a piece of classical animation in Starcraft with new(cute, cartoon) modeling , and of course in NPR cartoon effects! • Isn’t that funny?

  4. NPR: Non-Photorealistic Rendering

  5. Some Inclusions of NPR • Painterly Rendering • Sketching, Pen-and-Ink, Engraving • Rendering for Legibility • Other Rendering Styles • Stylized Halftoning • Toon Shaders/Plug-Ins • Silhouettes • Real Time Techniques

  6. An Example of NPR – Painterly Rendering

  7. An Example of NPR – Sketches and Lines

  8. An Example of NPR – Special fx with half-toning

  9. Other Examples of NPR

  10. Pre-Production Cartoon Render Cinema Decomposition Camera Control Timing Post-Production 3D Modeling SFX AVI format Post-Process Progress

  11. Cartoon Rendering • Def : Contour Line & Discrete Shading • Focus : Contour(Silhouette) & Shading • Line by Object • Shading by Light

  12. Cartoon Demo

  13. Contour • Def: Line between front face & back face. • Char: Frame Coherence & Line Continuity. • Method: • Brute Force. • Geometry Division. • Modified Appel’s Algorithm • Special: Perlin Noise Function.

  14. Shading • Method: • Angle between normal vector & light source. • Shading table. • Modified interpolation. • Shading mapping.

  15. Shading mapping

  16. Animation: Production&Reproduction • Animation Design Focus: • Pre process Settings: • Original Video Animation (OVA) • Script & Tran Script • Post process Production: • Determine the Stage • Model Design • Camera Tran Script • Light Settings • Difference /w Reproduction(Re’,always easier)

  17. Reproduction Design Focus: • Precise Section Analysis • Fade in/out, Section Time Line, Determine object movement • Guess the Positioning of the Stage • True or False?(Not exactly, but still correct) • Real Working • Design Models for Replacing Original Ones. • Sym Tran Script of Cameras, Lights • Detail Corrections

  18. Reference • SIGGRAPH 95~2000. • For Cartoon Rendering: • Cartoon Rendering, March, 2000, Game Developer magazine. • Non-Photorealistic Rendering (Toon), Game Developers Conference 2000. • CartoonReyes on 3DS Max. • For AVI format: • http://www.jmcgowan.com/avi.html • MSDN Library

  19. Future Work • More NPR effects • More special effects(SFX) in production of animation. • Partial Collision Detection. • Model Picking in 2D.

  20. Author • B86506016, Ping-Chun Kuo (windforce) • B86506057, Shuen-Huei Guan (Drake) • B86506058, Chuan-Chien Lin (just4u) 2001/1/8

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