首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到10条相似文献,搜索用时 156 毫秒
1.
This paper presents a novel technique, called volumetric texture synthesis, for non-photorealistic volume rendering. It extends texture synthesis from 2D areas/3D surfaces to volumes. By selecting different texture samples, it allows for a wide variety of stylized rendering for the target volume. As a preprocessing step, volume data analysis is used to identify texture orientations for the volume. This is followed by volumetric texture synthesis, which generates 3D non-photorealistic textures along the identified texture orientations. Finally, standard volume rendering is applied to display the volume data decorated by the texture. Experimental results are provided in the paper.  相似文献   

2.
Computer-Generated Graphite Pencil Rendering of 3D Polygonal Models   总被引:12,自引:0,他引:12  
Researchers in non-photorealistic rendering have investigated the display of three-dimensional worlds using various display models. In particular, recent work has focused on the modeling of traditional artistic media and styles such as pen-and-ink illustration and watercolor painting. By providing 3D rendering systems that use these alternative display models users can generate traditional illustration renderings of their three-dimensional worlds. In this paper we present our graphite pencil 3D renderer. We have broken the problem of simulating pencil drawing down into four fundamental parts: (1) simulating the drawing materials (graphite pencil and drawing paper, blenders and kneaded eraser), (2) modeling the drawing primitives (individual pencil strokes and mark-making to create tones and textures), (3) simulating the basic rendering techniques used by artists and illustrators familiar with pencil rendering, and (4) modeling the control of the drawing composition. Each part builds upon the others and is essential to developing the framework for higher-level rendering methods and tools. In this paper we present parts 2, 3, and 4 of our research. We present non-photorealistic graphite pencil rendering methods for outlining and shading. We also present the control of drawing steps from preparatory sketches to finished rendering results. We demonstrate the capabilities of our approach with a variety of images generated from 3D models.  相似文献   

3.
一种基于笔刷的非真实感绘制算法的研究   总被引:1,自引:0,他引:1  
桂斌  何广明 《计算机应用与软件》2009,26(10):225-227,258
非真实感绘制是计算机图形学的一个分支,基于笔刷的非真实感绘制是非真实感绘制的重要内容.给出一种基于笔刷的多重非真实感绘制算法.算法运用源图像灰度图像的颜色梯度法线方向作为笔刷的方向,以颜色空间距离来控制笔刷的绘制.实验结果表明,对于给定的输入图像,该算法能够有效地生成具有油画艺术风格的图像.  相似文献   

4.
可微绘制技术是当前虚拟现实、计算机图形学与计算机视觉领域研究的热点,其目标是改造计算机图形学中以光栅化或光线跟踪算法为主的真实感绘制流程,支持梯度信息回传以计算由输出图像的变化导致的输入几何、材质属性变化,通过与优化及深度学习技术等相结合支持从数据中学习绘制模型和逆向推理,是可微学习技术在计算机图形学绘制技术中的应用的具体体现,在增强/虚拟现实内容生成、三维重建、表观采集建模和逆向光学设计等领域中有广泛的应用前景。本文对可微绘制当前的发展状况进行调研,重点对该技术在真实感绘制、3维重建和表观采集建模中的研究和应用情况进行综述,并对可微绘制技术发展趋势进行展望,以期推动可微技术在学术界和产业界的进一步发展。  相似文献   

5.
一种流体艺术风格的自适应LIC绘制方法   总被引:2,自引:0,他引:2  
把LIC算法应用到非真实感绘制中,提出一种自适应流体艺术图的LIC绘制方法.对源图像亮度分量计算切矢量场,然后对其进行增强、平滑处理获得结构矢量场;通过随机扰动源图像获得纹理参考图像;根据结构矢量场和纹理参考图像的局部特征产生可变的LIC积分步长和步数,自适应地处理纹理参考图像;最后对绘制效果进行颜色渲染,生成具有丰富颜色特征的流体艺术图.实验表明,该方法能够较好地模拟诸如梵高画的流体艺术风格,呈现生动、灵活的波动感.  相似文献   

6.
基于图像的铅笔画绘制技术的研究现状与展望   总被引:1,自引:0,他引:1  
潘龙  纪庆革 《计算机科学》2012,39(103):474-477,498
非真实感绘制(Non-Photorcalistic Rendcring,NPR)是计算机图形学领域的一个分支,旨在使用计算机来生成具有某种艺术效果的作品。目前,非真实感绘制技术已经能够成功地模拟油画、水彩画、卡通画、铅笔画等艺术风格,在许多领域得到很广泛的应用。铅笔素描是艺术造型的基础。作为一种最简单的艺术表现形式,铅笔画凭借其简洁流畅的特点深受广大艺术爱好者的喜爱。如今,基于图像的铅笔画绘制技术已经是NPR领域的一个重要组成部分,受到诸多研究人员的关注,但该技术仍处于成长阶段,算法的通用性还无法满足现实应用的需求。  相似文献   

7.
简笔画艺术在现代很多领域中发展十分迅速,广泛应用于书刊杂志、影视动画、招贴广告、商品包装、环境装饰与设计、园林景观、城市规划与建筑设计等领域,其内容丰富、数量可观。如何快速、准确地绘制任一图像的简笔画效果是我们在本文中要讨论的问题,而用计算机来快速实现简笔画绘制在当今计算机图形图像处理领域尚未实现。针对目前的状况,本文提出一种利用计算机来模拟生成简笔画的新方法,让这一艺术形式能在计算机上得到重现。  相似文献   

8.
We present a novel approach to the real-time non-photorealistic rendering of 3D models in which a single hand-drawn exemplar specifies its appearance. We employ guided patch-based synthesis to achieve high visual quality as well as temporal coherence. However, unlike previous techniques that maintain consistency in one dimension (temporal domain), in our approach, multiple dimensions are taken into account to cover all degrees of freedom given by the available space of interactions (e.g., camera rotations). To enable interactive experience, we precalculate a sparse latent representation of the entire interaction space, which allows rendering of a stylized image in real-time, even on a mobile device. To the best of our knowledge, the proposed system is the first that enables interactive example-based stylization of 3D models with full temporal coherence in predefined interaction space.  相似文献   

9.
本文分析讨论了一种基于实时梯度计算的纹理映射体绘制算法。在绘制过程中实时计算每个体素上的梯度,有效地减少了在传统基于纹理映射的体绘制中,对梯度预先计算的耗时操作,也降低了内存的消耗,加快了整个绘制过程。同时,采用三维Sobel算子对梯度进行计算,并进行归一化处理,有效地提高了绘制图像的质量。在实现中充分利用了目前PC图形硬件成熟的可编程特性,特别是fragment program,来完成梯度的实时计算。最后对医学体数据进行绘制,得到了理想的结果。  相似文献   

10.
大规模复杂场景交互绘制技术综述   总被引:2,自引:0,他引:2  
大规模复杂场景的快速绘制是虚拟现实、实时仿真和三维交互设计等许多重要应用的底层支撑技术,也是诸多研究领域面临的一个基本问题.随着近几年三维扫描和建模技术的飞速发展,三维场景的规模和复杂度不断增大,大规模复杂场景的交互绘制受到了国内外研究者越来越多的重视并取得了一系列研究成果.首先简要回顾了大规模复杂场景交互绘制的研究进展情况;然后通过对其中涉及的主要关键技术进行总结分析,并对国内外典型的绘制系统进行比较和分类,阐述了大规模复杂场景交互绘制的主要研究内容,给出了大规模复杂场景交互绘制系统所应包含的基本组成部分和一般框架;最后对今后的发展方向做出了展望.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号