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Published byRichard McCormack Modified over 11 years ago
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Real-Time Rendering of Cartoon Smoke and Clouds
Morgan McGuire Andi Fein Paulo Ferreira
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Gundam
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Motivation Real-time cartoon rendering for: NPR Video Games
Production Animation Preview Visualization Simulation and Training These often contain smoke, fluids, and other amorphous shapes…
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Captain Marvel, June 1947 Outlines Cel Shading Self-Shadowing
Marvel Comics 1947
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Heart of Empire Published by Dark Horse Comics 1999
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SuperMan/Batman #16
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Teenage Mutant Ninja Turtles Cartoon (2004)
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Worms 4 (Game 2005) Pre-rendered flat billboards Excessive detail
No self-shadowing
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Algorithm
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Simulation Particle system Forces: Size = smoke density
— Buoyancy — Wind — Drag — Gravity — Vortices — Turbulence Size = smoke density ODE physics engine at 30 Hz — Compressible: 100,000 particles — Incompressible: 1,000 particles
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Simulation Use Particles from the game “Avalanche”
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Simulation Instead of smoke and clouds, cartoon effect applied on the avalanche of the game
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Rendering steps Precomputed Nailboards Outlines Cel Shading Shadows
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Steps Elements of Style Outlines Shading Self-Shadowing
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Nailboards
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Normal-mapped Nailboards
Precompute extended billboard textures Several puff orientations for variety Each particle is assigned one variation Normal Depth Color Opacity
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Preprocessing step: Nailboard
Create two textures to store data such as: unit camera-space surface normal N, signed camera space depth d, diffuse color C, and coverage mask alpha.
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Outlines Edges of puff are deep and black Black Nailboard Depth Shaded
Color Viewer Actual Billboard Depth
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Depth and Outline Pass Add d from the texture to the depth at the pixel and the depth buffer test automatically produces correct intersections.
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Outlines Edges of puff are deep and black Viewer 1 Nailboard Image
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Outlines Edges of puff are deep and black
Depth test suppresses excessive internal contours No internal contour Viewer 2 Nailboards Image
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Outlines Edges of puff are deep and black
Depth test suppresses excessive internal contours Large depth discrepancy restores external contours External contour distinguishing clouds Viewer 3 Nailboards Image
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Outlines Use the alpha-shapes, which are slightly larger than the normal shapes, to create the outline, a flange of dark pixels slightly behind the billboard. The outline of these flange pixels is opaque because alpha is one, colored black because the C is black, and farther from the camera than the particle itself because d is zero.
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Cel Shading Ambient: Gradient as function of y
Diffuse:Arbitrary function, q(N · L) Pack both into a 2D texture, like X-Toon y N · L Lambertian Selle Two-Tone Three-Tone q = Example
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Explosion B & W Ambient q =
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Explosion Color Ambient q =
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Cel-Shading Pass Get N, C and alpha from the textures.
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Cel-Shading Pass With ambient light color Ka, light color Kl, camera-space direction L to the light source, and diffuse color C from the texture map, the pixel at (x, y) is colored by a pixel shader using the following equation: y N · L
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Shadow Volumes Compute the silhouette of the caster
Extrude this to form a polyhedron bounding the volume of shadowed space Shadows are intersection between the volume and the scene
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Billboard Shadows Caster is perpendicular to viewer and light
Volume is a rectangular prism Four sides are parallel to the view vector Only 3 polygons to be rendered: one billboard and two shadow faces
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Nailboard Shadows Apply the depth displacement to the shadow volume as well as the billboard Shadow volume visualization
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Shadow Volume Visualization
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Shadowing Only ~300 polygons in this scene, including shadows
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Results
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Train
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Magic Lamp
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Purple Cloud
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Explosion
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Varying Puff Shape
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Varying Puff Shape
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Varying Puff Shape
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Video
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Video
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Mimicking Artists
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Lichtenstein Algorithm Artist Estate of Roy Lichtenstein 1963
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Context
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Published by Dark Horse Comics 1999
Comparison Algorithm Artist
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50,000 particles 50,000 Particles on GeForce6800 50,000 particles on GeForce6800; bus limited (factor of four is possible from clever encodings)
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Depth Differences Image space outlining method [Saito and Takahasi]
Benefits: Rendering time independent of the scene Handles intersecting surfaces Drawbacks: Can stall graphics pipeline Assumes one style for the entire scene
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