Real-Time Stroke Textures Bert Freudenberg Institut für Simulation und Graphik Universität Magdeburg.

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Presentation transcript:

Real-Time Stroke Textures Bert Freudenberg Institut für Simulation und Graphik Universität Magdeburg

Real-Time Stroke Textures Overview Pen-and-ink style in CG Texture based real-time approaches Basic stroke-map technique Extensions Conclusion

Pen-and-ink style in CG Winkenbach and Salesin, 1994

Real-Time Techniques Line based Lines drawn individually To slow for shading Outline only Texture based Multiple lines drawn at once Suited for shading

Texture based approaches Lake et al., texture per triangle Lit and split by CPU Flat shading

Texture based approaches Praun et al., 2001 (presented tomorrow) 2 textures per vertex = 6 per face Lit by Vertex Program Blended by GPU Gouraud shading

Texture based approaches Freudenberg, 2001 (presented now) Multiple layers per pixel Lit completely by GPU Per-pixel shading

Varying Line-Width Shading Idea Create half-toning pattern T Per-pixel compare to target intensity I Output black or white pixels T T > I I

Varying Line-Width Shading Idea Create half-toning pattern T Per-pixel compare to target intensity I Output black or white pixelsProblem Aliasing Solution Scaling instead of thresholding

Varying Line-Width Shading Scaling T I T + I 1 – (T + I) 4 4 (1 – (T + I)) 4 1 – 4 (1 – (T + I)) Anti-aliased result

Varying Line-Width Shading

Stroke Maps Idea Strokes are drawn in layers Encoded into one texture Expanded at run-time Selected by reference intensity

Stroke Maps Layering of Strokes

Stroke Maps Encoding Pre-processing step Encode layers as gray 1 st layer black 2 nd layer 66% gray 3 rd layer 33% gray Paint last-to-first into texture = Stroke Map

Stroke Maps Expansion At run-time Using per-pixel operations EXACT same formula as for line-width variation 4 1 – 4 (1 – (T + I)) General combiner: r0 = scale_by_4( sum( invert( t ), negate( i ) ) ) Final combiner: out = invert(r0)

IT sumscaled Stroke Maps Horizontaler Verlauf! I T sum scaled

Stroke Maps NVPARSE code { rgb { discard = unsigned_invert(tex0); // 1-T discard = -col0; // -I spare0 = sum(); // 1-T-I scale_by_four(); // 4(1-T-I) } out.rgb = unsigned_invert(spare0); // 1-4(1-(T+I))

Extensions Indication Mapping Enabled by per-pixel evaluation Bias intensity by indication Needs one additional combiner stage

Extensions Shadows Combinable with most shadow algorithms Adds greatly to realism

Conclusion Shortcomings Limited accuracy Layers not strictly separated Only one-pass shading supported Multiple passes via render-to-texture

Conclusion Advantages Cheap: no CPU effort one texture unit one register combiner one pass Even works on “old” GeForce Well suited for highly interactive environments

Real-Time Stroke Textures Questions?