Cassidy Curtis , Kevin Dart , Theresa Latzko , John Kahrs
{"title":"《风帆时代》中沉浸式叙事的实时非真实感动画","authors":"Cassidy Curtis , Kevin Dart , Theresa Latzko , John Kahrs","doi":"10.1016/j.cagx.2019.100012","DOIUrl":null,"url":null,"abstract":"<div><p>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 texturing method that adheres to the movement of 3D geometry while preserving the texture’s screen-space characteristics, and Edge Breakup, a method for roughening edges by warping with structured noise. We also describe a custom rendering pipeline featuring art-directable coloring, shadow filtering, and texture indication, and our approach to animating and rendering a painterly ocean in real time. We show how we have used these techniques to achieve the “moving illustration” style of the real-time immersive short film “<em>Age of Sail</em>”.</p></div>","PeriodicalId":100592,"journal":{"name":"Graphics and Visual Computing","volume":"3 ","pages":"Article 100012"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1016/j.cagx.2019.100012","citationCount":"0","resultStr":"{\"title\":\"Real-time non-photorealistic animation for immersive storytelling in “Age of Sail”\",\"authors\":\"Cassidy Curtis , Kevin Dart , Theresa Latzko , John Kahrs\",\"doi\":\"10.1016/j.cagx.2019.100012\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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 texturing method that adheres to the movement of 3D geometry while preserving the texture’s screen-space characteristics, and Edge Breakup, a method for roughening edges by warping with structured noise. We also describe a custom rendering pipeline featuring art-directable coloring, shadow filtering, and texture indication, and our approach to animating and rendering a painterly ocean in real time. We show how we have used these techniques to achieve the “moving illustration” style of the real-time immersive short film “<em>Age of Sail</em>”.</p></div>\",\"PeriodicalId\":100592,\"journal\":{\"name\":\"Graphics and Visual Computing\",\"volume\":\"3 \",\"pages\":\"Article 100012\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1016/j.cagx.2019.100012\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Graphics and Visual Computing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2590148619300123\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Graphics and Visual Computing","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2590148619300123","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Real-time non-photorealistic animation for immersive storytelling in “Age of Sail”
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 texturing method that adheres to the movement of 3D geometry while preserving the texture’s screen-space characteristics, and Edge Breakup, a method for roughening edges by warping with structured noise. We also describe a custom rendering pipeline featuring art-directable coloring, shadow filtering, and texture indication, and our approach to animating and rendering a painterly ocean in real time. We show how we have used these techniques to achieve the “moving illustration” style of the real-time immersive short film “Age of Sail”.