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non-photorealistic rendering
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{{Short description|Style of rendering}}File:Toon Shader.jpg|thumb|A normal shader (left) and an NPR shader using cel-shadingcel-shadingNon-photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism. NPR is inspired by other artistic modes such as painting, drawing, technical illustration, and animated cartoons. NPR has appeared in movies and video games in the form of cel-shaded animation (also known as "toon" shading) as well as in scientific visualization, architectural illustration and experimental animation.{{citation needed|date=September 2021}}- the content below is remote from Wikipedia
- it has been imported raw for GetWiki
History and criticism of the term
The term non-photorealistic rendering is believed to have been coined by the SIGGRAPH 1990 papers committee, who held a session entitled "Non Photo Realistic Rendering".BOOK, 10.1145/97879, Proceedings of the 17th annual conference on Computer graphics and interactive techniques - SIGGRAPH '90, 1990, 978-0-201-50933-5, 12199502, Baskett, Forest, {{pn|date=July 2022}}THESIS, Schofield, Simon, Non-photorealistic rendering: a critical examination and proposed system, March 1994,weblink The term has received some criticism:- The term "photorealism" has different meanings for graphics researchers (see "photorealistic rendering") and artists. For artistsâwho are the target consumers of NPR techniquesâit refers to a school of painting that focuses on reproducing the effect of a camera lens, with all the distortion and hyper-reflections{{Definition needed|date=May 2019}} that it creates. For graphics researchers, however, it refers to an image that is visually indistinguishable from reality. In fact, graphics researchers lump the kinds of visual distortions that are used by photorealist painters into "non-photorealism".
- Describing something by what it is not is problematic. Equivalent (made-up) comparisons might be "non-elephant biology" or "non-geometric mathematics". NPR researchers have stated that they expect the term will disappear eventually and be replaced by the now more general term "computer graphics", with "photorealistic graphics" being the term used to describe "traditional" computer graphics.{{citation needed|date=March 2014}}
- Many techniques that are used to create 'non-photorealistic' images are not rendering techniques. They are modelling techniques, or post-processing techniques. While the latter are coming to be known as 'image-based rendering', sketch-based modelling techniques, cannot technically be included under this heading, which is very inconvenient for conference organisers.
3D
File:Planar core assembly exploded.png|thumb|An example of NPR used for technical illustrationtechnical illustrationThree-dimensional NPR is the style that is most commonly seen in video games and movies. The output from this technique is almost always a 3D model that has been modified from the original input model to portray a new artistic style. In many cases, the geometry of the model is identical to the original geometry, and only the material applied to the surface is modified. With increased availability of programmable GPU's, shaders have allowed NPR effects to be applied to the rasterised image that is to be displayed to the screen.BOOK, Drew, Card, Non-Photorealistic Rendering with Pixel and Vertex Shaders, 2002, 319â333, 10.1.1.360.918, Wolfgang F., Engel, Direct3D Shaderx: Vertex & Pixel Shader Tips and Techniques, 87Wordware Game Developer's Library, Wordware Publishing, 978-1-55622-041-8, The majority of NPR techniques applied to 3D geometry are intended to make the scene appear two-dimensional.NPR techniques for 3D images include cel shading and Gooch shading. Many methods can be used to draw stylized outlines and strokes from 3D models, including occluding contours and Suggestive contours.JOURNAL, Bénard, Pierre, Hertzmann, Aaron, Line Drawings from 3D Models: A Tutorial, Foundations and Trends in Computer Graphics and Vision, 2019, 11, 1â2, 1â159, 10.1561/0600000075, 1810.01175, 52912187, For enhanced legibility, the most useful technical illustrations for technical communication are not necessarily photorealistic. Non-photorealistic renderings, such as exploded view diagrams, greatly assist in showing placement of parts in a complex system.2D
(File:Cradle Mountain Behind Dove Lake painted.jpg|thumb|300px|right|A non-photorealistic rendering of an existing 2D (photographic) image)(File:Cradle Mountain Behind Dove Lake.jpg|thumb|300px|Original here)The input to a two dimensional NPR system is typically an image or video. The output is a typically an artistic rendering of that input imagery (for example in a watercolor, painterly or sketched style) although some 2D NPR serves non-artistic purposes e.g. data visualization.The artistic rendering of images and video (often referred to as image stylizationBOOK, 10.1007/978-1-4471-4519-6, Image and Video-Based Artistic Stylisation, Computational Imaging and Vision, 2013, 42, 978-1-4471-4518-9, 40656135, Paul, Rosin, John, Collomosse, {{pn|date=July 2022}}) traditionally focused upon heuristic algorithms that seek to simulate the placement of brush strokes on a digital canvas.JOURNAL, Kyprianidis, Jan Eric, Collomosse, John, Wang, Tinghuai, Isenberg, Tobias, State of the 'Art': A Taxonomy of Artistic Stylization Techniques for Images and Video, IEEE Transactions on Visualization and Computer Graphics, May 2013, 19, 5, 866â885, 10.1109/TVCG.2012.160, 22802120, 2656810,weblink Arguably, the earliest example of 2D NPR is Paul Haeberli's 'Paint by Numbers' at SIGGRAPH 1990. This (and similar interactive techniques) provide the user with a canvas that they can "paint" on using the cursor â as the user paints, a stylized version of the image is revealed on the canvas. This is especially useful for people who want to simulate different sizes of brush strokes according to different areas of the image.Subsequently, basic image processing operations using gradient operatorsBOOK, 10.1145/258734.258893, Processing images and video for an impressionist effect, Proceedings of the 24th annual conference on Computer graphics and interactive techniques - SIGGRAPH '97, 1997, Litwinowicz, Peter, 407â414, 978-0-89791-896-1, 13139308, or statistical momentsBOOK, 10.1145/340916.340923, An algorithm for automatic painterly rendering based on local source image approximation, Proceedings of the first international symposium on Non-photorealistic animation and rendering - NPAR '00, 2000, Shiraishi, Michio, Yamaguchi, Yasushi, 53â58, 978-1-58113-277-9, 16915734, were used to automate this process and minimize user interaction in the late nineties (although artistic control remains with the user via setting parameters of the algorithms). This automation enabled practical application of 2D NPR to video, for the first time in the living paintings of the movie What Dreams May Come (1998).More sophisticated image abstractions techniques were developed in the early 2000s harnessing computer vision operators e.g. image salience,BOOK, 10.1109/EGUK.2002.1011281, 10.1.1.7.5383, Painterly rendering using image salience, Proceedings 20th Eurographics UK Conference, 2002, Collomosse, J.P., Hall, P.M., 122â128, 978-0-7695-1518-2, 9610948, or segmentationBOOK, 10.1145/508530.508545, 10.1.1.10.1761, Artistic Vision, Proceedings of the second international symposium on Non-photorealistic animation and rendering - NPAR '02, 2002, Gooch, Bruce, Coombe, Greg, Shirley, Peter, 83, 978-1-58113-494-0, 1146198, operators to drive stroke placement. Around this time, machine learning began to influence image stylization algorithms notably image analogyBOOK, 10.1145/383259.383295, 10.1.1.119.5127, Image analogies, Proceedings of the 28th annual conference on Computer graphics and interactive techniques - SIGGRAPH '01, 2001, Hertzmann, Aaron, Jacobs, Charles E., Oliver, Nuria, Curless, Brian, Salesin, David H., 327â340, 978-1-58113-374-5, 2201072, that could learn to mimic the style of an existing artwork.The advent of deep learning has re-kindled activity in image stylization, notably with neural style transfer (NST) algorithms that can mimic a wide gamut of artistic styles from single visual examples. These algorithms underpin mobile apps capable of the same e.g. PrismaIn addition to the above stylization methods, a related class of techniques in 2D NPR address the simulation of artistic media. These methods include simulating the diffusion of ink through different kinds of paper, and also of pigments through water for simulation of watercolor.Artistic rendering{{anchor|Artistic}}
{{distinguish|Artist's rendition}}Artistic rendering is the application of visual art styles to rendering. For photorealistic rendering styles, the emphasis is on accurate reproduction of light-and-shadow and the surface properties of the depicted objects, composition, or other more generic qualities. When the emphasis is on unique interpretive rendering styles, visual information is interpreted by the artist and displayed accordingly using the chosen art medium and level of abstraction in abstract art. In computer graphics, interpretive rendering styles are known as non-photorealistic rendering styles, but may be used to simplify technical illustrations. Rendering styles that combine photorealism with non-photorealism are known as hyperrealistic rendering styles.Notable films and games
This section lists some seminal uses of NPR techniques in films, games and software. See cel-shaded animation for a list of uses of toon-shading in games and movies.{| class="wikitable"! colspan="3" | Short filmsTechnological Threat > | | Early use of toon shading together with Tex Avery-style cartoon characters |
Gas Planet > | | Pencil-sketching 3D rendering by Eric Darnell |
Fishing > | | Watercolor-style 3D rendering David Gainey |
RoadHeadSnack and Drink > | | Short films created with Rotoshop by Bob Sabiston |
Ryan (film)>Ryan | 2004 | Nonlinear projection and other distortions of 3D geometry |
The Girl Who Cried Flowers > | | Watercolor-style rendering by Auryn |
What Dreams May Come (film)>What Dreams May Come | 1998 | Painterly rendering in the "painted world" sequence |
Tarzan (1999 film)>Tarzan | 1999 | First use of Disney's "Deep Canvas" system |
Waking Life > | | First use of rotoshop in a feature film |
A Scanner Darkly (film)>A Scanner Darkly | 2006 | "a 15-month animation process" |
Jet Set Radio > | | Early use of toon-shading in video games |
SketchUp > | | Sketch-like modelling software with toon rendering |
(The Legend of Zelda: The Wind Waker) > | | One of the most well-known cel-shaded games |
Valkyria Chronicles > | | Uses a number of NPR techniques in the game, including a sketch-like shading method |
XIII (video game)>XIII | 2003 | A game made as "comic"-like as possible |
Åkami > | Ink wash painting>sumi-e (Japanese ink wash painting) |
E-on Vue>Vue Xstream | 2015 | 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets |
Return of the Obra Dinn > | | A 3D game rendered in a unique monochrome, pointillist style |
Manifold Garden > | impossible geometry, notable for its novel edge-shading techniques.10.1145/3388767.3407385 | TITLE=SPECIAL INTEREST GROUP ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES CONFERENCE TALKS | LAST1=BRUSSEE | LAST2=SARAEV | LAST3=CHYR | PAGES=1â2 | S2CID=221178781, |
References
{{Reflist}}Further reading
Some key papers in the development of NPR are:- JOURNAL, 10.1145/97880.97902, 10.1.1.94.8782, Paint by numbers: Abstract image representations, 1990, Haeberli, Paul, ACM SIGGRAPH Computer Graphics, 24, 4, 207â214,
- JOURNAL, 10.1145/97880.97901, 10.1.1.83.4139, Comprehensible rendering of 3-D shapes, 1990, Saito, Takafumi, Takahashi, Tokiichiro, ACM SIGGRAPH Computer Graphics, 24, 4, 197â206,
- THESIS, Cockshott, Malcolm Tunde, Wet and Sticky: A Novel Model for Computer-Based Painting, 1991, {{ProQuest, 2124902248, |url=https://theses.gla.ac.uk/78293/ }}
- BOOK, 10.1145/192161.192184, Computer-generated pen-and-ink illustration, Proceedings of the 21st annual conference on Computer graphics and interactive techniques - SIGGRAPH '94, 1994, Winkenbach, Georges, Salesin, David H., 91â100, 978-0-89791-667-7, 3234749,
- BOOK, 10.1145/192161.192185, Interactive pen-and-ink illustration, Proceedings of the 21st annual conference on Computer graphics and interactive techniques - SIGGRAPH '94, 1994, Salisbury, Michael P., Anderson, Sean E., Barzel, Ronen, Salesin, David H., 101â108, 978-0-89791-667-7, 1098501,
- BOOK, 10.1145/237170.237288, 10.1.1.126.7091, Painterly rendering for animation, Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96, 1996, Meier, Barbara J., 477â484, 978-0-89791-746-9, 1199189,
- BOOK, 10.1145/280814.280950, 10.1.1.435.1775, A non-photorealistic lighting model for automatic technical illustration, Proceedings of the 25th annual conference on Computer graphics and interactive techniques - SIGGRAPH '98, 1998, Gooch, Amy, Gooch, Bruce, Shirley, Peter, Cohen, Elaine, 447â452, 978-0-89791-999-9, 1411270,
External links
- weblink" title="web.archive.org/web/20070512002403weblink">Tunde Cockshott's Wet and Sticky revisited
- Stylized Depiction in Computer Graphics: An annotated survey of online NPR resources
- NPAR conference
- Blender NPR: Dedicated to Stylize and Non-Photorealistic Rendering
- Online image based NPR system
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