Dynamic solid textures for real-time coherent stylization

Stylized rendering methods, which aim at depicting 3D scenes with 2D marks such as pigments or strokes, are often faced with temporal coherence issues when applied to dynamic scenes. These issues arise from the difficulty of having to satisfy two contrary goals: ensuring that the style marks follow 3D motions while preserving their 2D appearance. In this paper we describe a new texture based method for real-time temporally coherent stylization called dynamic textures. A dynamic texture is a standard texture mapped on the object and enriched with an infinite zoom mechanism. This simple and fast mechanism maintains quasi-constant size and density of texture elements in screen space for any distance from the camera. We show that these dynamic textures can be used in many stylization techniques, enforcing the 2D appearance of the style marks while preserving the accurate 3D motion of the depicted objects. Although our infinite zoom technique can be used with both 2D or 3D textures, we focus in this paper on the 3D case (dynamic solid textures) which avoids the need for complex parameterizations of 3D surfaces. This makes dynamic textures easy to integrate in existing rendering pipelines with almost no loss in performance, as demonstrated by our implementation in a game rendering engine.

[1]  Adam Finkelstein,et al.  Non-photorealistic virtual environments , 2000, SIGGRAPH.

[2]  Oscar Meruvia Pastor,et al.  Real-Time Animated Stippling , 2003, IEEE Computer Graphics and Applications.

[3]  Hyung Woo Kang Nonphotorealistic Virtual Environment Navigation From Images , 2005, Int. J. Image Graph..

[4]  Dani Lischinski,et al.  Solid texture synthesis from 2D exemplars , 2007, ACM Trans. Graph..

[5]  Thomas Strothotte,et al.  Walk‐Through Illustrations: Frame‐Coherent Pen‐and‐Ink Style in a Game Engine , 2001 .

[6]  David Salesin,et al.  Video watercolorization using bidirectional texture advection , 2007, SIGGRAPH 2007.

[7]  Pascal Barla,et al.  Dynamic Point Distribution for Stroke-based Rendering , 2007, Rendering Techniques.

[8]  Bruce Gooch,et al.  Non-photorealistic rendering , 2001 .

[9]  Mark J. Harris,et al.  Stylized rendering techniques for scalable real-time 3D animation , 2000, NPAR '00.

[10]  Adrien Bousseau,et al.  Interactive watercolor rendering with temporal coherence and abstraction , 2006, NPAR.

[11]  Yizhou Yu,et al.  Feature matching and deformation for texture synthesis , 2004, SIGGRAPH 2004.

[12]  Adam Finkelstein,et al.  Real-time hatching , 2001, SIGGRAPH.

[13]  Joëlle Thollot,et al.  Dynamic Canvas for Immersive Non-Photorealistic Walkthroughs , 2003 .

[14]  Stefan Schlechtweg,et al.  Non-photorealistic computer graphics: modeling, rendering, and animation , 2002 .

[15]  Liviu Coconu,et al.  Real-time pen-and-ink illustration of landscapes , 2006, NPAR.

[16]  Ilan Shimshoni,et al.  Demarcating curves for shape illustration , 2008, SIGGRAPH 2008.

[17]  Aaron Hertzmann,et al.  Illustrating smooth surfaces , 2000, SIGGRAPH.

[18]  Pascal Barla,et al.  Dynamic 2D patterns for shading 3D scenes , 2007, ACM Trans. Graph..

[19]  Marc Olano Modified noise for evaluation on graphics hardware , 2005, HWWS '05.

[20]  Eitan Grinspun,et al.  Multiscale texture synthesis , 2008, ACM Trans. Graph..

[21]  Ken Perlin,et al.  An image synthesizer , 1988 .

[22]  Neil A. Dodgson,et al.  Cross Dissolve Without Cross Fade: Preserving Contrast, Color and Salience in Image Compositing , 2006, Comput. Graph. Forum.

[23]  H. Seidel,et al.  Ridge-valley lines on meshes via implicit surface fitting , 2004, SIGGRAPH 2004.

[24]  R. Shepard Circularity in Judgments of Relative Pitch , 1964 .

[25]  Frédo Durand,et al.  Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing , 2001, Rendering Techniques.

[26]  Eric Daniels,et al.  Deep canvas in Disney's Tarzan , 1999, SIGGRAPH '99.

[27]  Barbara J. Meier Painterly rendering for animation , 1996, SIGGRAPH.