Sketchy drawings

M. Nienhaus, J. Döllner
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引用次数: 18

Abstract

In non-photorealistic rendering sketchiness is essential to communicate visual ideas and can be used to illustrate drafts and concepts in, for instance, architecture and product design. In this paper, we present a hardware-accelerated real-time rendering algorithm for drawings that sketches visually important edges as well as inner color patches of arbitrary 3D objects even beyond the geometrical boundary. The algorithm preserves edges and color patches as intermediate rendering results using textures. To achieve sketchiness it applies uncertainty values in image-space to perturb texture coordinates when accessing intermediate rendering results. The algorithm adjusts depth information derived from 3D objects to ensure visibility when composing sketchy drawings with arbitrary 3D scene contents. Rendering correct depth values while sketching edges and colors beyond the boundary of 3D objects is achieved by depth sprite rendering. Moreover, we maintain frame-to-frame coherence because consecutive uncertainty values have been determined by a Perlin noise function, so that they are correlated in image-space. Finally, we introduce a solution to control and predetermine sketchiness by preserving geometrical properties of 3D objects in order to calculate associated uncertainty values. This method significantly reduces the inherent shower-door effect.
粗略的图纸
在非真实感渲染草图是必不可少的沟通视觉思想,可以用来说明草案和概念,例如,建筑和产品设计。在本文中,我们提出了一种硬件加速的实时绘制算法,用于绘制视觉上重要的边缘以及任意3D物体的内部色块,甚至超出几何边界。该算法保留边缘和色块作为使用纹理的中间渲染结果。为了实现草图,它在访问中间渲染结果时应用图像空间中的不确定性值来扰动纹理坐标。该算法调整来自3D物体的深度信息,以确保在使用任意3D场景内容组成草图时的可视性。渲染正确的深度值,而素描的边缘和颜色超出了3D对象的边界是通过深度精灵渲染实现的。此外,由于连续的不确定性值由柏林噪声函数确定,因此我们保持了帧间的相干性,因此它们在图像空间中是相关的。最后,我们介绍了一种通过保留三维物体的几何特性来控制和预先确定草图的解决方案,以便计算相关的不确定性值。这种方法大大降低了固有的淋浴门效应。
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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