Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters

Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.

[1]  Pierre Poulin,et al.  Sketch and Paint-based Interface for Highlight Modeling , 2008, SBIM.

[2]  Koji Mikami,et al.  Controllable region via texture projection for stylized shading , 2015, VRCAI.

[3]  Pierre Bénard,et al.  Stylizing animation by example , 2013, ACM Trans. Graph..

[4]  A. D. Manning,et al.  Understanding Comics: The Invisible Art , 1993 .

[5]  M. V. D. Panne,et al.  Displacement Interpolation Using Lagrangian Mass Transport , 2011 .

[6]  Julien Guertault,et al.  Manga stylized rendering in VR , 2018, SIGGRAPH 2018.

[7]  Gaël Guennebaud,et al.  Instant transport maps on 2D grids , 2018, ACM Trans. Graph..

[8]  Eli Shechtman,et al.  StyleBlit: Fast Example‐Based Stylization with Local Guidance , 2018, Comput. Graph. Forum.

[9]  Aaron Hertzmann,et al.  Computing smooth surface contours with accurate topology , 2014, TOGS.

[10]  Ken-ichi Anjyo,et al.  Anime perspective , 2007, SIGGRAPH '07.

[11]  Peter-Pike J. Sloan,et al.  The Lit Sphere: A Model for Capturing NPR Shading from Art , 2001, Graphics Interface.

[12]  D. Samaras,et al.  Portrait Lighting Transfer Using a Mass Transport Approach , 2017, ACM Trans. Graph..

[13]  Ken-ichi Anjyo,et al.  Lit-Sphere extension for artistic rendering , 2013, The Visual Computer.

[14]  Derek Nowrouzezahrai,et al.  State of the Art in Artistic Editing of Appearance, Lighting and Material , 2016, Comput. Graph. Forum.

[15]  Yizhou Yu,et al.  Vector solid textures , 2010, ACM Trans. Graph..

[16]  Pascal Barla,et al.  X-toon: an extended toon shader , 2006, NPAR.

[17]  David Salesin,et al.  Image Analogies , 2001, SIGGRAPH.

[18]  Fabio Pellacini,et al.  Toward evaluating lighting design interface paradigms for novice users , 2009, SIGGRAPH 2009.

[19]  Jeff Bolz,et al.  GPU-accelerated path rendering , 2012, ACM Trans. Graph..

[20]  James F. O'Brien,et al.  Shape transformation using variational implicit functions , 1999, SIGGRAPH Courses.

[21]  Hans-Peter Seidel,et al.  Interactive on-surface signal deformation , 2010, SIGGRAPH 2010.

[22]  Jeremy Birn,et al.  Digital Lighting & Rendering , 2000 .

[23]  David Salesin,et al.  Stylized Vector Art from 3D Models with Region Support , 2008, Comput. Graph. Forum.

[24]  Charles T. Loop,et al.  Resolution independent curve rendering using programmable graphics hardware , 2005, ACM Trans. Graph..

[25]  Hans-Peter Seidel,et al.  Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU , 2019, Comput. Graph. Forum.

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

[27]  Nicolas Ray,et al.  Vector Texture Maps on the GPU , 2006 .

[28]  Ken-ichi Anjyo,et al.  Stylized Highlights for Cartoon Rendering and Animation , 2003, IEEE Computer Graphics and Applications.

[29]  Derek Nowrouzezahrai,et al.  Non-linear sphere tracing for rendering deformed signed distance fields , 2019, ACM Trans. Graph..

[30]  Eli Shechtman,et al.  StyLit , 2016, ACM Trans. Graph..

[31]  Yu-Ting Tsai,et al.  All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation , 2006, ACM Trans. Graph..

[32]  Brent Burley,et al.  The Design and Evolution of Disney’s Hyperion Renderer , 2018, ACM Trans. Graph..

[33]  David Salesin,et al.  Multiperspective panoramas for cel animation , 1997, SIGGRAPH.

[34]  David Landau Lighting for Cinematography: A Practical Guide to the Art and Craft of Lighting for the Moving Image , 2014 .

[35]  Brian Wyvill,et al.  Interactive decal compositing with discrete exponential maps , 2006, ACM Trans. Graph..

[36]  Yasuyuki Matsushita,et al.  Illumination Brush: Interactive Design of All-Frequency Lighting , 2007, 15th Pacific Conference on Computer Graphics and Applications (PG'07).

[37]  Stephen Lin,et al.  Diffusion curve textures for resolution independent texture mapping , 2012, ACM Trans. Graph..

[38]  Eli Shechtman,et al.  Stylizing video by example , 2019, ACM Trans. Graph..

[39]  William V. Baxter,et al.  Dynamic stylized shading primitives , 2011, NPAR '11.

[40]  Neil A. Dodgson,et al.  Shading Curves: Vector‐Based Drawing With Explicit Gradient Control , 2015, Comput. Graph. Forum.

[41]  Burne Hogarth,et al.  Dynamic Light and Shade , 1981 .

[42]  Jeff Danielian,et al.  Cinematography , 2021, The Reel Classroom.

[43]  Michael Wimmer,et al.  Freeform Shadow Boundary Editing , 2013, Comput. Graph. Forum.

[44]  Gabriel Peyré,et al.  Convolutional wasserstein distances , 2015, ACM Trans. Graph..

[45]  Marco Cuturi,et al.  Computational Optimal Transport: With Applications to Data Science , 2019 .

[46]  Yoshinori Dobashi,et al.  Feature-based interpolation for the interactive editing of shading effects , 2012, VRCAI '12.

[47]  Matis Hudon,et al.  2DToonShade: A stroke based toon shading system , 2019, Comput. Graph. X.

[48]  Gabriel Peyré,et al.  Computational Optimal Transport , 2018, Found. Trends Mach. Learn..

[49]  Adam Finkelstein,et al.  WYSIWYG NPR: drawing strokes directly on 3D models , 2002, SIGGRAPH.

[50]  P GreenbergDonald,et al.  A user interface for interactive cinematic shadow design , 2002 .

[51]  Ken-ichi Anjyo,et al.  Locally controllable stylized shading , 2007, SIGGRAPH 2007.