Non-photorealistic animation for immersive storytelling

Cassidy J. Curtis, K. Dart, Theresa Latzko, John Kahrs
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引用次数: 3

Abstract

Immersive media such as virtual and augmented reality pose some interesting new challenges for non-photorealistic animation: we must not only balance the screen-space rules of a 2D visual style against 3D motion coherence, but also account for stereo spatialization and interactive camera movement, at a rate of 90 frames per second. We introduce two new real-time rendering techniques: MetaTexture, an example-based multiresolution texturing method that adheres to the movement of 3D geometry while maintaining a consistent level of screen-space detail, and Edge Breakup, a method for roughening edges by warping with structured noise. We show how we have used these techniques, along with art-directable coloring, shadow filtering, and shader-based texture indication, to achieve the "moving illustration" style of the immersive short film "Age of Sail".
非真实感动画沉浸式讲故事
虚拟现实和增强现实等沉浸式媒体为非真实感动画带来了一些有趣的新挑战:我们不仅要平衡2D视觉风格与3D运动一致性的屏幕空间规则,还要考虑立体空间化和交互式相机运动,以每秒90帧的速率。我们介绍了两种新的实时渲染技术:MetaTexture,一种基于示例的多分辨率纹理方法,坚持3D几何形状的运动,同时保持屏幕空间细节的一致水平;Edge decomposition,一种通过结构化噪声扭曲来粗糙边缘的方法。我们展示了我们如何使用这些技术,以及可艺术指导的着色,阴影过滤和基于着色器的纹理指示,以实现沉浸式短片“航行时代”的“移动插图”风格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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