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1.
Simulating oriental black-ink painting   总被引:13,自引:0,他引:13  
“Soft” brushes respond elastically to the force exerted by an artist against the paper. When modeled, they effectively simulate oriental black-ink painting, eliminating unnatural spline curve editing. The interactive modeling algorithm for soft brushes lets users resize brushes and choose a particular color, texture, or type of bristles. With this unique approach, a user produces brush strokes by brush movement. Unlike the flat-brush based approach, here 3D visual information comes from the elastic deformation of bristles on the paper-crucial information in black-ink painting. We look first at the modeling process for soft brushes, then at how to effectively apply them in black-ink painting  相似文献   

2.
This paper presents an interactive digital painting system that allows a user to draw graffiti on a virtual 3D canvas with a digital spray can. The system visualizes a stereoscopic representation of the canvas by tracking the user's head. It also emulates real‐time spray painting by tracking the spray can in the user's hand as well as sensing the button pressure of the spray device. After painting a 3D object, the user can interact with the object on the display and see it flying in the 3D environment through a tracked head‐mounted display. As demonstrated in the results of our evaluation, we verified that the system resembles real graffiti in regard to a natural and realistic graffiti experience. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

3.
Zhou  Pengbo  Li  Kaiyue  Wei  Wei  Wang  Zhe  Zhou  Mingquan 《Multimedia Tools and Applications》2020,79(23-24):16441-16457

The three-dimensional (3D) modeling of Chinese landscape painting is of great significance for the digital protection of cultural heritage and the production of virtual reality content. A fast modeling method to create 3D landscape scenes for traditional Chinese painting is proposed in this paper, based on integrated terrain modeling and the water flow rendering algorithm. A height map generation algorithm based on auxiliary lines is first proposed to carry out fast modeling from a simple two-dimensional contour to create a 3D mountain model. A realistic flow simulation that fits the topography is then undertaken, based on a flow chart which is calculated using the particle force in the normal grid of topography, and the theory of smoothing particle hydrodynamics. Finally, a stylistic scene that conforms to the artistic concept of traditional Chinese painting is acquired by optimizing the parameters. The interactive modeling platform of the integrated algorithm is tested in this study, and compared with existing research. Results show the method can achieve real-time rendering and realistic rendering to rapidly generate a 3D scene model consistent with a traditional painting scene, and provide support for the follow up development of virtual reality applications.

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4.
Existing stereoscopic image discomfort prediction methods may fail to work well because they are difficult to extract discomfort features from stereoscopic image’s statistical information since the mechanism of human binocular vision is very complex. In this work, we propose a dual-stream multi-level interactive network that is completely end-to-end trainable for stereoscopic image discomfort prediction. This method first extracts multi-level fusion and difference features from stereoscopic images through a multi-level interaction network. Then, the low-, medium- and high-level feature maps are concatenated to simulate the complicated visual interaction mechanism of the human visual system (HVS). Finally, two fully connected layers are used as a non-linear regression function that maps the feature vectors to stereoscopic image discomfort scores. Extensive experiments demonstrate that our approach performs favorably against the existing prediction models on the IEEE-SA dataset and NBU-S3D dataset.  相似文献   

5.
文章通过对陈洪绶三段不同绘画阶段的白描作品的用线方式和造型特点的比较和分析,来阐述陈洪绶的艺术发展方式和独特的艺术风格。他作为在明清之际的重要人物画家,对于前人的传承和对后世的开拓都具有重要的意义。文章同时分析了画家的艺术发展由初创到成熟的一个过程,希望对后世有启发的意义。  相似文献   

6.
We introduce a novel method for enabling stereoscopic viewing of a scene from a single pre‐segmented image. Rather than attempting full 3D reconstruction or accurate depth map recovery, we hallucinate a rough approximation of the scene's 3D model using a number of simple depth and occlusion cues and shape priors. We begin by depth‐sorting the segments, each of which is assumed to represent a separate object in the scene, resulting in a collection of depth layers. The shapes and textures of the partially occluded segments are then completed using symmetry and convexity priors. Next, each completed segment is converted to a union of generalized cylinders yielding a rough 3D model for each object. Finally, the object depths are refined using an iterative ground fitting process. The hallucinated 3D model of the scene may then be used to generate a stereoscopic image pair, or to produce images from novel viewpoints within a small neighborhood of the original view. Despite the simplicity of our approach, we show that it compares favorably with state‐of‐the‐art depth ordering methods. A user study was conducted showing that our method produces more convincing stereoscopic images than existing semi‐interactive and automatic single image depth recovery methods.  相似文献   

7.
We present an algorithm to generate a three-dimensional (3-D) oil painting using artistic filters and sample 3-Dstructures. The artistic filter works as a two-dimensional (2-D) rendering technique a for non-photorealistic effect based on the algorithm introduced in [8]. We modified this method to properly work with a 3-Dimage, enhancing the efficiency of the filter as well. The required 3-Dstructure model is obtained from actual brushstroke samples provided by an artist. We employ a photometric stereo technique in constructing a 3-Dmodel for a brushstroke sample, since this method is capable of capturing sophisticated variation details in brushstroke textures. A 3-Doil painting is completed by incorporating the 3-Dmodel to the brushstrokes rendered by the artistic filter. The created image would show a natural illumination change as the position of the light source varies, providing a realistic effect to the image. We can further enhance the study by analyzing a real painting and by directly applying the current algorithm to synthesize a 3-Doil painting in the style of the original real painting.  相似文献   

8.
李晓英  余亚平 《图学学报》2022,43(4):736-743
为解决儿童图画教育的单一灌输形式和传统图画绘制方式引起的儿童思维受限、互动不足等问题,构建基于多模态感官体验的儿童音画交互系统。该系统基于儿童感官行为能力特征,融合视听感官属性并根据交互设计中人与物的关系匹配儿童音画交互的设计需求,构建儿童音画交互行为;应用可视化技术方法,建立声音与图画的映射和儿童音画交互平台。通过创新绘画体验,使儿童音画创作方式更加丰富、多元,扩展儿童认知能力边界。运用模糊德尔菲法收集和筛选影响儿童绘画的指标因素并确定发声绘画体验指标模型,模糊层次分析法计算各项指标要素权重,采用访谈形式结合模糊综合评价进行儿童用户相关实验,验证平台的可行性。以儿童发声作为图画创作的介质,改变传统图画手、脑、眼并用的绘制方式,从而优化儿童的绘画互动体验与提高图画创作兴趣。  相似文献   

9.
针对目前人物动画制作以及绘画过程中对人体结构认识不足的问题,以及虚拟现实技术在教育中的优势,提出了一个基于Forge云的艺用人体解剖绘画仿真系统方案.系统按照人体结构比例,采用块面加线的模式完成人物模型的构建及可视化过程,完全遵照动画运动规律,以骨骼动画结合三维动作捕捉的方式实现人体运动仿真.通过Forge云平台和Three.js完成人机交互.最后,将漫画模块和Forge云模块双向通信,完成漫画人物姿态仿真.通过测试证明,该系统的仿真度和易用性较高,为数字化学习和移动学习提供了环境,有助于学习者深入理解人体解剖结构,并正确掌握漫画人物的造型方法.  相似文献   

10.
西藏独特的地域文化,吸引了无数的内地采风艺术家。以青藏高原和藏族风情为主题的油画创作从20世纪50年代至今从来没有间断过。内地画家的西藏主题绘画创作的出发点、绘画语言特点、艺术内涵的挖掘层面,成为研究内地采风画家的西藏主题绘画特点的不可忽视的组成部分。  相似文献   

11.
This paper presents a novel 3D painting system that allows interactive painting on normal maps. The process of creating a highly detailed model and later extracting normal maps is slow and prone to artifacts. We propose an interactive framework where the user paints directly on normal maps while visualizing the results as they would appear in the target rendering system.  相似文献   

12.
Recently, stereoscopic 3D technologies have come to be used widely in various applications including movies and computer games. Stereoscopic 3D is defined as that which provides visual depth and details by exploiting the stereoscopic vision of the eyes caused by binocular disparity. Prior studies proposed important system features of stereoscopic 3D that may increase the user’s sense of presence. However, few studies, either theoretical or empirical, have investigated how these perceived system features affect the user’s sense of presence. This study aims to construct a theoretical model that explains the perceived effects of stereoscopic 3D features on sense of presence, and to verify the validity of the model in the 3D computer game domain. The study focuses on spatial representation and perceived realism as important mediating factors between the perceived system features and sense of presence. According to the Dual Mode Model (DMM), two types of spatial representation are crucial for perceived realism and presence: egocentric representation and allocentric representation. Egocentric representation implies representing locations with respect to the particular perspective of the perceiver, while allocentric representation locates reference points outside of the perceiver, regardless of his or her position. Research questions in this study are: How strongly do perceived expression and manipulation features of stereoscopic 3D systems influence spatial representation? How does spatial representation influence perceived realism and presence in a stereoscopic 3D environment? In order to answer these research questions an empirical study was conducted in a controlled lab environment. A total number of 257 users participated in the study and collected data was analyzed by using structural equation modeling with SmartPLS2.0. The findings are as follows: First, both the perceived expression and manipulation features of the stereoscopic 3D system influenced spatial representation, but the perceived expression features had stronger effects than the perceived manipulation features. Second, both egocentric and allocentric representation were found to affect presence. In addition, egocentric representation was found to affect sense of presence both directly and indirectly through perceived realism, whereas allocentric representation contributed a sense of presence only indirectly through perceived realism. This paper concludes by discussing the study’s limitations and implications.  相似文献   

13.
Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high‐level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort.  相似文献   

14.
We present the design of an interactive image‐based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre‐processing of the input images. One central component of our tool is a GPU‐based multi‐view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.  相似文献   

15.
Abstract— This paper describes a method for reducing the discrepancy between accommodation and convergence when viewing stereoscopic 3‐D images. The method uses a newly developed stereoscopic 3‐D display system with a telecentric optical system and a mobile LCD. The examination of a mono‐focal lens showed that a correction lens having the appropriate refractive power and conditions for presenting stereoscopic 3‐D images clearly reduces the discrepancy between accommodation and convergence. The authors also developed a stereoscopic 3‐D display that uses dynamic optical correction to reduce the discrepancy between accommodation and convergence. The display equalizes the theoretical points of accommodation and convergence. The purpose of the development was to expand the regeneration range of a stereoscopic 3‐D image having the appropriate accommodation. An evaluation of the developed display showed that it resolves the discrepancy between convergence and accommodation.  相似文献   

16.
目的 针对人眼观看立体图像内容可能存在的视觉不舒适性,基于视差对立体图像视觉舒适度的影响,提出了一种结合全局线性和局部非线性视差重映射的立体图像视觉舒适度提升方法。方法 首先,考虑双目融合限制和视觉注意机制,分别结合空间频率和立体显著性因素提取立体图像的全局和局部视差统计特征,并利用支持向量回归构建客观的视觉舒适度预测模型作为控制视差重映射程度的约束;然后,通过构建的预测模型对输入的立体图像的视觉舒适性进行分析,就欠舒适的立体图像设计了一个两阶段的视差重映射策略,分别是视差范围的全局线性重映射和针对提取的潜在欠舒适区域内视差的局部非线性重映射;最后,根据重映射后的视差图绘制得到舒适度提升后的立体图像。结果 在IVY Lab立体图像舒适度测试库上的实验结果表明,相较于相关有代表性的视觉舒适度提升方法对于欠舒适立体图像的处理结果,所提出方法在保持整体场景立体感的同时,能更有效地提升立体图像的视觉舒适度。结论 所提出方法能够根据由不同的立体图像特征构建的视觉舒适度预测模型来自动实施全局线性和局部非线性视差重映射过程,达到既改善立体图像视觉舒适度、又尽量减少视差改变所导致的立体感削弱的目的,从而提升立体图像的整体3维体验。  相似文献   

17.
网上3D试衣系统技术研究   总被引:7,自引:0,他引:7  
高峰  董兰芳 《计算机仿真》2006,23(6):209-212
虚拟试衣系统是一种应用于服装电子商务的实时交互平台。为了满足虚拟试衣系统真实性、实时性、方便性等设计要求,该文采用服装操控技术为虚拟服装建立三维模型,并把其中的交互建模标记绑定到服装模型上,以此取代手工指定的标记,从而把原来需要人机交互的三维服装建模过程转化成一个后台计算过程。保留服装操控技术中的表面拖曳交互机制,作为用户对建模完成之后的虚拟服装的微调手段,并把原来需要人机交互指定的拖曳不动点信息固化到服装模型数据文件,以此提高虚拟试衣间实际应用中的方便性。在网上3D试衣系统的设计中,提出了布片无缝拼接算法以及二面角调整算法,并在实验中取得了较好的效果。  相似文献   

18.
19.
Creating realistic styled spaces is a complex task, which involves design know-how for what furniture pieces go well together. Interior style follows abstract rules involving color, geometry and other visual elements. Following such rules, users manually select similar-style items from large repositories of 3D furniture models, a process which is both laborious and time-consuming. We propose a method for fast-tracking style-similarity tasks, by learning a furniture's style-compatibility from interior scene images. Such images contain more style information than images depicting single furniture. To understand style, we train a deep learning network on a classification task. Based on image embeddings extracted from our network, we measure stylistic compatibility of furniture. We demonstrate our method with several 3D model style-compatibility results, and with an interactive system for modeling style-consistent scenes.  相似文献   

20.
介绍构建某型吊舱训练模拟器的建模和仿真方法,重点研究系统实现三维建模和交互式控制技术等关键问题的解决方案,对研发其他装备的虚拟仿真训练系统具有一定的借鉴意义。  相似文献   

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