{"title":"Physical Model to Achieve Virtual Mezzotint","authors":"Daisuke Tasaki, M. Katou, S. Mizuno, M. Okada","doi":"10.2197/IPSJDC.3.244","DOIUrl":null,"url":null,"abstract":"The authors propose a method of producing virtual mezzotint using a physics-based rendering approach. Mezzotint is a traditional copperplate printing technique. An important characteristic is its gradations from black to white. This is acquired in three phases during the plate-making process, i.e., by roughening, scraping, and burnishing. Numerous dots and burrs are created with a rocker in the roughening phase over the entire surface of the copper plate to obtain black areas in the print. The burrs are removed in the second phase with a scraper to yield halftones. The plate surface is finally polished with a burnisher in the last phase to produce the white areas. A method of simulating these phases and physical phenomena is discussed in this paper to make mezzotint enjoyable even for beginners and children. Zigzag-stroke patterns and paraboloidal-dot models are applied to the rocker to simulate the roughening phase. Reducing and smoothing models are applied to the scraper and burnisher to simulate the scraping and burnishing phases. The feasibility of the proposed method is demonstrated by observing and comparing actual and virtual plate surfaces with determined patterns and actual pieces of handcrafted work.","PeriodicalId":432390,"journal":{"name":"Ipsj Digital Courier","volume":"36 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ipsj Digital Courier","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2197/IPSJDC.3.244","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The authors propose a method of producing virtual mezzotint using a physics-based rendering approach. Mezzotint is a traditional copperplate printing technique. An important characteristic is its gradations from black to white. This is acquired in three phases during the plate-making process, i.e., by roughening, scraping, and burnishing. Numerous dots and burrs are created with a rocker in the roughening phase over the entire surface of the copper plate to obtain black areas in the print. The burrs are removed in the second phase with a scraper to yield halftones. The plate surface is finally polished with a burnisher in the last phase to produce the white areas. A method of simulating these phases and physical phenomena is discussed in this paper to make mezzotint enjoyable even for beginners and children. Zigzag-stroke patterns and paraboloidal-dot models are applied to the rocker to simulate the roughening phase. Reducing and smoothing models are applied to the scraper and burnisher to simulate the scraping and burnishing phases. The feasibility of the proposed method is demonstrated by observing and comparing actual and virtual plate surfaces with determined patterns and actual pieces of handcrafted work.