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Published byHolly Wilkerson Modified over 9 years ago
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Expressive rendering for animation Pascal Barla ARTIS-GRAVIR / IMAG INRIA Advisers : François Sillion & Joëlle Thollot
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Plan Introduction First attempts : Master project Ongoing work : expressive rendering for animation Conclusion
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Introduction PR's aim : optical fidelity Other aims : preliminary work (i.e architecture) artistic sensibility (i.e paintings & drawings) representation hypothesis (i.e archeology) → Computer graphics need new representations A sketch of a stadium
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Plan Introduction First attempt : Master project Overview Temporal coherence Results Ongoing work : expressive rendering for animation Conclusion
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First attempt: Master project Following the Dynamic Canvas Interactive or real-time But focus on colors Image-space approach Color regions extraction Automatic simplification A simple cube rendered with regions Overview
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First attempt: Master project Abrupt discontinuities in the representation Confidence method Smooth threshold on colors Temporal coherence
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First attempt: Master project 2 videos Remaining problems color metric temporal coherence Results
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Plan Introduction First attempt : Master project Ongoing work : expressive rendering for animation Our goals Archeological applications System overview Denotation Composition Temporal coherence Conclusion
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Ongoing work: expressive rendering for animation Rendering of an animated sequence knowledge of all events User control off-line manipulations vs interactive walkthroughs System = low-level toolbox high-level approach left to the user Our goals
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Archeological applications Traditionnal illustration = watercolor + lines Watercolor animations precomputed animations qualitative archeological movies An illustration by J.C. Golvin Ongoing work: expressive rendering for animation
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System overview “Pipeline plugin“ behind a classic pipeline works with G-Buffers [Saito90] Main phases : denotation & composition [Willats97] Classic PipelineOur System Two G-Buffers examples : color & depth Ongoing work: expressive rendering for animation
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Denotation Picture primitives points, lines and regions Primitives extraction human perception models Primitives generation i.e brush strokes The perceptually uniform L*a*b* color space Ongoing work: expressive rendering for animation
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Composition Combine extracted & generated primitives Render with 2D techniques 2D Combinations 3D shaders Watercolor issues: plasma fractals A simple plasma fractal rendering Ongoing work: expressive rendering for animation
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Temporal Coherence Sudden inconsistencies (poppings & flickerings) Our approach video cube = adding a time axis frame = cut into the cube along the time axis 3D primitives = temporal coherence Low-level operators Contract/expand Smoothing Control points … in space and/or time The frames concatenation makes a video cube A frame is obtained by a cut through the cube Ongoing work: expressive rendering for animation
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Conclusion Expressive rendering system for animation Image-space Post-processing, automatic simplification 2D+time Temporal coherence User-controlled Video Cube operators Work in progress…
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Questions ?
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