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November 18, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/Fall03 Pen-and-Ink Illustrations Painterly Rendering Cartoon Shading Technical Illustrations Pen-and-Ink Illustrations Painterly Rendering Cartoon Shading Technical Illustrations Non-Photorealistic Rendering Non-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22

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Page 1: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

November 18, 2003Doug JamesCarnegie Mellon University

http://www.cs.cmu.edu/~djames/15-462/Fall03

Pen-and-Ink IllustrationsPainterly RenderingCartoon ShadingTechnical Illustrations

Pen-and-Ink IllustrationsPainterly RenderingCartoon ShadingTechnical Illustrations

Non-Photorealistic RenderingNon-Photorealistic Rendering

15-462 Computer Graphics I

Lecture 22

Page 2: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 2

Goals of Computer GraphicsGoals of Computer Graphics

• Traditional: Photorealism

• Sometimes, we want more– Cartoons– Artistic expression in paint, pen-and-ink– Technical illustrations– Scientific visualization

Page 3: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 3

Non-Photorealistic RenderingNon-Photorealistic Rendering

“A means of creating imagery that does not aspire to realism” - Stuart Green

David GaineyCassidy Curtis 1998

Page 4: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 4

Some NPR CategoriesSome NPR Categories

• Pen-and-Ink illustration– Techniques: cross-hatching, outlines, line art,etc.

• Painterly rendering– Styles: impressionist, expressionist, pointilist, etc.

• Cartoons– Effects: cartoon shading, distortion, etc.

• Technical illustrations– Characteristics: Matte shading, edge lines, etc.

• Scientific visualization– Methods: splatting, hedgehogs, etc.

Page 5: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 5

Emergence of NPREmergence of NPR

2D Paint (Pixel Oriented)Bitmap paint systems

2D Paint (Brush Oriented)User intervention

2D/2.5D Paint Post-ProcessingAutomatically generated from

augmented images

3D RenderersAutomatically generated

based on 3D data

3D Photorealistic RenderersTraditional Computer

Graphics

Page 6: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 6

OutlineOutline

• Pen-and-Ink Illustrations

• Painterly Rendering• Cartoon Shading• Technical Illustrations

Page 7: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 7

Pen-and-Ink IllustrationsPen-and-Ink Illustrations

• Strokes– Curved lines of varying thickness and density

• Texture– Character conveyed by collection of strokes

• Tone– Perceived gray level across image or segment

• Outline– Boundary lines that disambiguate structure

Page 8: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 8

Pen-and-Ink ExamplesPen-and-Ink Examples

Winkenbach and Salesin 1994

Page 9: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 9

Rendering Polygonal SurfacesRendering Polygonal Surfaces

3D Model Lighting

Visible Polygons

Stroke Clipping

OutlineDrawing

Camera

ProceduralStroke Texture

How much 3D information do we preserve?

Page 10: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 10

Strokes and Stroke TexturesStrokes and Stroke Textures

• Stroke generated by moving along straight path

• Stroke perturbed by– Waviness function (straightness)– Pressure function (thickness)

• Collected in stroke textures– Tone dependent– Resolution dependent– Orientation dependent

• How automatic are stroke textures

Page 11: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 11

Stroke Texture ExamplesStroke Texture Examples

Winkenbach and Salesin 1994

Page 12: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 12

Prioritized Stroke TexturesPrioritized Stroke Textures

• Technique for limiting human intervention

• Collection of strokes with associated priority• When rendering

– First draw highest priority only– If too light, draw next highest priority, etc.– Stop if proper tone is achieved

• Procedural stroke textures

• Support scaling• Also applies to non-procedural stroke textures

Page 13: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 13

Stroke Texture OperationsStroke Texture OperationsScaling

Changing Viewing Direction(Anisotropic)

Page 14: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 14

IndicationIndication

• Selective addition of detail

• Difficult to automate• User places detail segments interactively

Page 15: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 15

Indication ExampleIndication ExampleBold strokes indicate detail segments

With indication Without indication

Page 16: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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OutlinesOutlines

• Boundary or interior outlines

• Accented outlines for shadowing and relief• Dependence on viewing direction• Suggest shadow direction

Page 17: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Rendering Parametric SurfacesRendering Parametric Surfaces

• Stroke orientation and density– Place strokes along isoparameter lines– Choose density for desired tone– tone = width / spacing

u

v

Page 18: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Stroke WidthStroke Width

• Adjust stroke width retain uniform tone

Winkenbach and Salesin 1996

Page 19: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 19

Parametric Surface ExampleParametric Surface Example

Constant-density hatching

Smooth shading with single light

Longer smoother strokes for glass

Environment mapping

Update reflection coefficient

Standard rendering techniques are still important!

Page 20: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 20

Parametric Surface ExampleParametric Surface Example

Winkenbach and Salesin 1996

Page 21: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 21

Orientable TexturesOrientable Textures

• Inputs– Grayscale image to specify desired tone– Direction field– Stroke character

• Output– Stroke shaded

image

Salisbury et al. 1997

Page 22: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 22

Orientable Stroke Texture ExampleOrientable Stroke Texture Example

Salisbury et al. 1997

Page 23: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Illustrating Smooth Surfaces[Hertzmann & Zorin, SIGGRAPH 2000]Illustrating Smooth Surfaces[Hertzmann & Zorin, SIGGRAPH 2000]

Page 24: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Animating Traditional Pencil DrawingsAnimating Traditional Pencil Drawings

From SIGGRAPH 2003 course notes on NPR; Daniel Teece, Walt Disney Feature Animation

Page 25: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 25

Animating Traditional Pencil DrawingsAnimating Traditional Pencil Drawings

From SIGGRAPH 2003 course notes on NPR; Daniel Teece, Walt Disney Feature Animation

Page 26: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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OutlineOutline

• Pen-and-Ink Illustrations

• Painterly Rendering• Cartoon Shading• Technical Illustrations

Page 27: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 27

Painterly RenderingPainterly Rendering

• Physical simulation– User applies brushstrokes– Computer simulates media

• Automatic painting– User provides input image or 3D model– User specifies painting parameters– Computer generates all strokes

• Subject to controversy

Page 28: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 28

Physical Simulation ExamplePhysical Simulation Example

Curtis et al. 1997, Computer Generated Watercolor

Page 29: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Computer-Generated WatercolorComputer-Generated Watercolor

• Complex physical phenomena for artistic effect

• Build simple approximations• Paper generation as random height field

• Simulated effects

Page 30: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Fluid SimulationFluid Simulation

• Use water velocity, viscosity, drag, pressure, pigment concentration, paper gradient

• Paper saturation and capacity

• Discretize and use cellular automata

Page 31: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Interactive PaintingInteractive Painting

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Simulationin progress

Finished painting

Page 32: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Automatic Painting ExampleAutomatic Painting Example

Hertzmann 1997

Page 33: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 33

Automatic Painting from ImagesAutomatic Painting from Images

• Start from color image: no 3D information

• Paint in resolution-based layers– Blur to current resolution– Select brush based on current resolution– Find area of largest error compared to real image– Place stroke– Increase resolution and repeat

• Layers are painted coarse-to-fine

• Styles controled by parameters

Page 34: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Layered PaintingLayered Painting

Blurring

Adding detail with smaller strokes

Page 35: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Brush StrokesBrush Strokes

• Start at point of maximal error– Calculate difference between original image and

image painted so far

• Direction perpendicular to gradient– Stroke tends to follow equally shaded area

• Stopping criteria– Difference between brush color and original image

color exceeds threshold– Maximal stroke length reached

Page 36: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Longer Brush StrokesLonger Brush Strokes

• For longer, curved brush strokes– Repeat straight line algorithm– Stop, again on length or difference threshold

• Use anti-aliased cubic B-spline

Page 37: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 37

Painting StylesPainting Styles

• Style determined by parameters– Approximation threshold– Brush sizes– Curvature filter– Blur factor– Minimum and maximum stroke lengths– Opacity– Grid size– Color jitter

• Encapsulate parameter settings as style

Page 38: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Some StylesSome Styles

• “Impressionist”– No random color, 4 � stroke length � 16

– Brush sizes 8, 4, 2; approximation threshold 100

• “Expressionist”– Random factor 0.5, 10 � stroke length � 16

– Brush sizes 8, 4, 2; approximation threshold 50

• “Pointilist”– Random factor ~0.75, 0 � stroke length � 0

– Brush sizes 4, 2; approximation threshold 100

• Not convincing to artists

Page 39: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Style ExamplesStyle Examples

Page 40: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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OutlineOutline

• Pen-and-Ink Illustrations

• Painterly Rendering• Cartoon Shading• Technical Illustrations

Page 41: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 41

Cartoon ShadingCartoon Shading

• Shading model in 2D cartoon– Use material color and shadow color– Present lighting cues, shape, and context

• Stylistic• Used in many animated movies• Developing real-time techniques for games

Page 42: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Cartoon Shading as Texture MapCartoon Shading as Texture Map

• Apply shading as 1D texture map

u=N·L

Carl Marshall 2000

Page 43: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Shading VariationsShading Variations

Flat shading Shadow Shadow + highlight

Page 44: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 44

OutlineOutline

• Pen-and-Ink Illustrations

• Painterly Rendering• Cartoon Shading• Technical Illustrations

Page 45: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Technical IllustrationsTechnical Illustrations

• Level of abstraction– Accent important 3D properties– Dimish or eliminate extraneous details

• Do not represent reality

Photo

Ruppel 1995

Page 46: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Conventions in Technical IllustrationsConventions in Technical Illustrations

• Black edge lines

• Cool to warm shading colors• Single light source; shadows rarely used

Page 47: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Technical Illustration ExampleTechnical Illustration Example

Phong shadingMetal shading(anisotropic) Edge lines

Tone shading(cool to warm shift)

Page 48: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Scientific VisualizationScientific Visualization

– Effective visualization of large, multidimensional datasets

Turk & Banks, “Image-Guided Streamline Placement,” SIGGRAPH 96

Page 49: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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• How to evaluate/define?• Smart graphics

– design from user’s perspective– with data?– HCI, AI, Perceptual studies

• Artistic graphics– beyond imitating– a way to create art work– how to assess?

Page 50: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Art-Based Rendering of Fur, Grass and Trees[Kowalski et al., SIGGRAPH 99]Art-Based Rendering of Fur, Grass and Trees[Kowalski et al., SIGGRAPH 99]

Page 51: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 51

Art-Based Rendering of Fur, Grass and Trees[Kowalski et al., SIGGRAPH 99]Art-Based Rendering of Fur, Grass and Trees[Kowalski et al., SIGGRAPH 99]

Page 52: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Doug DeCarlo, Anthony Santella. Stylization and Abstraction of Photographs In SIGGRAPH 2002.

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Page 54: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 54

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Page 55: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

12/2/2003 15-462 Graphics I 55

Image Analogies [Hertzmann et al., SIGGRAPH 2001]Image Analogies [Hertzmann et al., SIGGRAPH 2001]

?

Page 56: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Image Analogies [Hertzmann et al., SIGGRAPH 2001]Image Analogies [Hertzmann et al., SIGGRAPH 2001]

Page 57: Non-Photorealistic Renderingdjames/15-462/Fall03/notes/22-npr.pdfNon-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 12/2/2003 15-462 Graphics I 2 Goals of Computer

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Image Analogies [Hertzmann et al., SIGGRAPH 2001]Image Analogies [Hertzmann et al., SIGGRAPH 2001]

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