自相似纹理,用于连贯的线条样式化

Pierre Bénard, Forrester Cole, Aleksey Golovinskiy, Adam Finkelstein
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引用次数: 47

摘要

动画的程式化线条渲染传统上在两种不受欢迎的工件之间进行权衡:笔画纹理滑动和笔画纹理拉伸。本文提出了一种新的笔画纹理表示方法——自相似线图(SLAM),避免了这两种伪影。SLAM纹理提供连续的、无限的缩放,同时在屏幕空间中保持近似恒定的外观,并且可以从单个范例自动生成。slam可以用作2D插图和动画中传统笔画纹理的替代。此外,slam还提供了一种新的、简单的方法来暂时连贯地呈现3D路径,这种方法适用于交互式应用程序。我们演示了2D和3D动画的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Self-similar texture for coherent line stylization
Stylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), which avoids both these artifacts. SLAM textures provide continuous, infinite zoom while maintaining approximately constant appearance in screen-space, and can be produced automatically from a single exemplar. SLAMs can be used as drop-in replacements for conventional stroke textures in 2D illustration and animation. Furthermore, SLAMs enable a new, simple approach to temporally coherent rendering of 3D paths that is suitable for interactive applications. We demonstrate results for 2D and 3D animations.
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