墨光:为手绘角色添加全局照明效果的浅浮雕网格

ACM Trans. Graph. Pub Date : 2014-03-01 DOI:10.1145/2591011
D. Sýkora, L. Kavan, Martin Čadík, Ondrej Jamriska, Alec Jacobson, B. Whited, Maryann Simmons, O. Sorkine-Hornung
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引用次数: 96

摘要

我们提出了一种新的方法来生成全局照明渲染的手绘字符只使用一组简单的注释。我们的系统利用浅浮雕雕塑的概念,使其能够生成适合渲染的3D代理,而不需要侧视图或广泛的用户输入。我们制定了一个优化过程,自动构建近似几何足以唤起一致的3D形状的印象。由此产生的渲染提供了3D全局照明的更丰富的风格化功能,同时仍然保留了2D手绘的外观和感觉。我们在一组不同的手绘图像和动画上展示了我们的方法,表明即使与全3D对象的地面真实渲染相比,我们的浅浮雕近似也能够产生令人信服的全局照明效果,包括自阴影、光滑反射和漫反射色出血。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters
We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.
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