Stylized Depiction in Computer
Graphics
Non-Photorealistic, Painterly and 'Toon Rendering
an annotated survey of online resources
by
Craig Reynolds
News |
The 3rd
International Symposium on
Non-Photorealistic Animation and Rendering
NPAR 2004
June 7-9, 2004 in Annecy, France
Paper submission deadline: October 23, 2003
|
While I have not done research in this area myself, I am fascinated
by the
computer graphic technique known as non-photorealistic rendering.
(Admittedly it is a little odd to name a field of study by what it is
not.
Stanislaw Ulam apparently once remarked: "The study of non-linear
physics is like the study of non-elephant biology.") My
list of
links on this topic began to outgrow its place on my bookmarks list, so
I
created this page to give them a home, and perhaps to help other people
interested in the field.
To better describe the kinds of techniques listed here, and to
define the
informal taxonomy used on this page, it is helpful to note that
techniques
for stylized depiction can be classified along the axis from
interactive to
fully automatic, and that there are three distinct types of input for
these
stylized depiction processes:
- 3D scenes (described in terms of geometry, color,
lighting, etc.)
for rendering
- images for processing
- brushstrokes from a user (like the input to a paint
system)
In computer graphics, photorealistic rendering attempts to
make
artificial images of simulated 3d environments that look "just like the
real
world." So non-photorealistic rendering (NPR) is any technique that
produces
images of simulated 3d world in a style other than realism.
Often
these styles are reminiscent of paintings (painterly rendering),
or of
various other styles of artistic illustration (sketch, pen and ink,
etching,
lithograph, ...) Of particular commercial interest are techniques that
can
render 3d scenes in styles which match the "look" of traditionally
animated
films. Often called 'toon shading, these techniques allow for
seamless combination of 3d elements with traditional cel animation.
Another important application of non-photorealistic rendering is to
help
the user understand that a depiction is only approximate.
Psychologically,
photorealistic rendering seems to imply an exactness and perfection
which may
overstate the fidelity of the simulated scene to a real object. The Piranesi system
(mentioned below) has proved more useful than photorealistic rendering
in an
application that pre-visualizes kitchen remodeling.
The
Teddy modeler (see below) uses a sketchy rendering style to suggest
the
approximate 3D shapes it has inferred from the user's 2d drawing.
Also listed here are some image processing techniques which
can
transform an image into a style that suggests a painting or other
artistic
styles. The images can be photographic or from any other source. Some
of
the techniques have the ability to process a series of images, as from
a
video or film camera, and to produce a stylized image that remains
stable
from frame to frame, allowing the creation of something like an
"animated
painting."
This page also includes: (1) some computational techniques that
carefully
simulate traditional artistic media such as watercolor and ink
painting, (2)
some references to work on non-traditional perspective common
to
traditional illustration but rare in computer graphics, (3) techniques
for
finding and using silhouettes of 3D objects, (4) non-realistic
techniques
designed for real time or interactive rates, and (5) non-traditional
halftones
and screenings.
Finally it should be noted that any claim that an automatic process
can
produce "art" or a "painting" should be regarded as suspect. Making
art is a creative and thoughtful process. It may even be
uniquely human. The possibility of artificial creativity, let
alone
artificial intelligence, are open research questions. None of
the
techniques described here are candidates for true artificial
creativity. I
have tried to use neutral language ("...suggests a
painterly
style...") on this page to skirt the distinction between art
and procedural techniques for stylized depiction.
(Note: items marked [new] have been
added in the three months prior to the time of the "last update"
indicated at the bottom of this page.)
Painterly Rendering
- Painterly
Rendering for Animation (1996, PDF 0.26MB, abstract)
by Barbara J. Meier.
[ResearchIndex]
(See also this student project based on Meier's
work: The
Painterly Approach by Wasinee
Rungsarityotin and Victor Zordan
at Georgia Tech.)
- Painterly
Rendering from 3D by Remco
Chang, Markus Meister
and Caroline Dahllof
- Computer-Generated
Watercolor (1997) by Cassidy Curtis,
Sean Anderson,
Josh Seims, Kurt Fleischer
and David Salesin.
See these
images.
- Exploring
the Parameter Space of a Ray-Traced Painterly Renderer (1997) by Jon Levene and David Weitzberg.
- Implicit
Painting (1998) by Ergun
Akleman,
procedurally drives "brushes" around implicitly defined surfaces,
leaving
either a trace of color or a tooth-paste-like extrusion of material.
- Deep
Canvas: Integrating 3-D Painting and Painterly Rendering (2000) by
George Katanics and Tasso Lappas (at the
Disney Tech site) describes the technique first used in Disney's
feature
film Tarzan.
See also: a one page SIGGRAPH 1999 sketch
Deep canvas in Disney's Tarzan (1999) by Eric Daniels, this Interview
with Eric Daniels, CG Artistic Supervisor, "Tarzan" (1999) by
Audrey Doyle
in VFXPro, and a brief illustration
of the technique at the official Tarzan
web site.
See also Deep
Background (1999) by Barbara Robertson in CGW.
- Image
Moment-Based Stroke Placement (1999, PDF 4.7MB )
by Michio
Shiraishi. Describes an enhancement to Haeberli's 1990 work Paint
By
Numbers, an automatic technique for determining stroke parameters
which had
been selected by hand in the original work.
- Painterly
Rendering for Realtime Applications (2003) by Daniel Sperl is a realtime
implementation in the Cg
language of painterly rendering inspiried by Meier. The site
includes a thesis
(in German, PDF 1.1MB), a paper
(in English, PDF 1MB), images, movies, source code and
an application. [new]
Sketching, Pen-and-Ink, Engraving
(and related high-contrast rendering styles)
- Computer
Sketching (1990) by Paul Bourke,
transforms line drawings from a CAD system to look something like a
hand-sketched pencil drawing.
- How
to
Render Frames and Influence People (1994) by Thomas
Strothotte,
Bernhard Preim, Andreas
Raab, Jutta Schumann and David Forsey.
Early, influential paper on sketch rendering and the perceptual effects
of
various rendering styles on the user.
- Computer-Generated
Pen-and-Ink Illustration (1994) by
Georges Winkenbach and David Salesin.
- Computer
Generated Copper Plates (1994) by Wolfgang Leister, see
these images.
- Rendering
parametric surfaces in pen and ink (1996) by
Georges Winkenbach and David Salesin
- Assessing
the Effect of Non-Photorealistic Rendered Images in CAD (1996)
by Jutta Schumann, Thomas
Strothotte,
Andreas Raab, and Stefan Laser.
- Scale-dependent
Reproduction of Pen-and-ink Illustrations (1996) by
Mike Salisbury, Corin
Anderson, Dani
Lischinski
and David Salesin.
See also this related 1998 class
project by Audrey
Wong.
- daLi!
- Drawing Animated Lines! (1997) by Maic
Masuch, Stefan
Schlechtweg and
Bert Freudenber. See also Animating
Frame-to-Frame Coherent Line Drawings for Illustrative Purposes
(1998) by Maic
Masuch, Lars Schumann
and Stefan
Schlechtweg.
And see the daLi!
gallery of sketch rendering.
- A
nonphotorealistic
renderer by Antonio
Haro,
see also this
gallery.
- Lines
and How to Draw Them (1997) by Stefan Schlechtweg
surveys three expressive styles of line drawing.
- Inklination commercial Mac
software
to convert from 3d models to artistic portrayals. See their galleries.
- Loose
and Sketchy Animation by Cassidy Curtis.
See also this related student
project by John
Halstead.
- Orientable
Textures for Image-Based Pen-and-Ink Illustration (1997)
Mike Salisbury, Michael Wong, John F. Hughes
and David Salesin.
- An
Approach to Visualizing Transparency in Computer-Generated Line Drawings
(1998, Postscript 2MB) by
Jörg Hamel, Stefan
Schlechtweg and
Thomas Strothotte. See these
pictures
- Virtual
sculpting and virtual woodcut printing (1998, abstract) by Shinji
Mizuno, Minoru Okada, and
Jun-ichiro Toriwaki. Constructs models reminiscent of carved wooden
sculpture, which can be used to generate a woodcut print. The full
paper (PDF, 886KB) is available but
requires a
paid subscription to The Visual Computer.
- Capturing
and Re-Using Rendition Styles for Non-Photorealistic Rendering
(1999, PDF 9MB) by Jörg
Hamel and
Thomas Strothotte. See these pictures.
- The IRIT
system by Gershon
Elber
includes a line drawing illustration tool ("illustrt"). See
these images.
- An
Illustration
Technique Using Hardware-Based Intersections and Skeletons (1999)
by Oliver Deussen, Jörg
Hamel,
Andreas Raab,
Stefan Schlechtweg, and Thomas
Strothotte.
- Digital
Facial Engraving (1999) by Victor Ostromoukhov,
full paper is available
(PDF 12MB). Process to transform images
into gravure style graphics.
- Line
Direction Matters: An Argument For The Use Of Principal Directions In
3D Line
Drawings (2000, PDF 6.2MB) Ahna Girshick, Victoria
Interrante, Steven Haker
and Todd Lemoine.
Using lines along the first and second principal directions of
curvature to
communicate surface shape. Abstract and compressed PDF files here.
- Floating
Points: A Method for Computing Stipple Drawings (2000,
PDF 0.7 MB) by Oliver
Deussen, Stefan
Hiller, Cornelius van
Overveld
and Thomas
Strothotte. Pen-and-ink illustrations with simulated stippling,
uses a
relaxation method based on Voronoi diagrams. ResearchIndex
- Illustrating
Smooth Surfaces (2000) by
Aaron Hertzmann and Denis
Zorin. Line-art rendering of smooth surfaces: new techniques for
finding
silhouettes and their visibility (a novel approach using homogeneous
coordinates and dual surfaces), automatic method for creating hatch
marks to
convey surface shape. Full paper is available
(PDF 7 MB).
- Computer-Generated
Pen-and-Ink Illustration of Trees
(2000, PDF 0.6 MB) by Oliver Deussen
and Thomas
Strothotte describes automatic creation of pen-and-ink
illustrations of
trees with different drawing styles and levels of abstraction. The
technique
is suitable for animation.
- Line-Art
Rendering of 3D-Models (2000) by Christian Rössl
and Leif Kobbelt
presents an interactive system for generating line art drawings to
illustrate
3D models that are given as triangulated surfaces. Strokes are defined
by
tracing streamlines of principal curvature.
- Algorithms for Sketching Terrain (2000) by Mahes
Visvalingam
in a presentation to the Royal Institute called Art
in Scientific Visualization of Terrain Data. See also
Sketch-based Evaluation of Line Filtering Algorithms (2000,
abstract) regarding cognitive evaluation of sketches
Stylized Depiction to Enhance Legibility
Other Rendering Styles
- Non-Photorealistic
Rendering (1998) by Bill Feth
(based on earlier work by Bruce Land).
Built
upon the DX (Data
Explorer)
system, creates shaded images with limited palettes (reminiscent of
serigraphs), outlined in a pen-and-ink style.
- Non-Photorealistic
Rendering Image Gallery (and related pages) by Daniel Teece.
See also this citation of a SIGGRAPH Sketch: 3D
painting for non-photorealistic rendering (1998).
- Art-Based
Rendering of Fur, Grass, and Trees
(1999, PDF 748KB) by Michael A. Kowalski, Lee Markosian, J.D. Northrup, Lubomir Bourdev, Ronen Barzel, Loring S. Holden and John F. Hughes.
- EVA Expressive
Renderer (1999) by Dave
Gordon
is a unique rendering framework utilizing a C++ based shading language
and
provides a host of 2D and non-photorealistic effects based on the
concept of a mark generator. Take a look at the amazing imagery
in the EVA gallery.
- Art-based
Modeling and Rendering for Computer Graphics
(2000, PhD dissertation, PDF 2.8MB) by Lee Markosian.
Seeks to
use techniques from traditional art and illustration to increase the
expressive power of 3D computer graphics. See also the related pages of
the Art-based
Modeling and Rendering project.
- Art-based
Rendering with Continuous Levels of Detail (2000) by Lee Markosian, Barbara J. Meier, Michael Kowalski, Loring S. Holden, J. D. Northrup
and John F. Hughes.
Extends
previous art-based rendering work to provide better frame-to-frame
coherence of the graftal elements of which the images are
constructed.
The page includes an abstract, the full paper
(PDF, 0.4MB) and animated sample images.
- The
Lit Sphere: A Model for Capturing NPR Shading from Art (2001) by Peter-Pike
J. Sloan, William
Martin, Amy Gooch
and Bruce Gooch
describes a system
for shading by example. 3D models are shaded with a spherical
diffuse
color map. This map is created by interactively selecting regions of a
prototype stylized image to form pie-slice shaped sectors of the sphere
map.
The full paper is
available (PDF 1.26 MB).
- View-Dependent
Particles for Interactive Non-Photorealistic Rendering
Derek Cornish, Andrea
Rowan and David
Luebke
represents a 3D model as a system of particles, placed by a
view-dependent
clustering algorithm. The algorithm unifies several tasks: placing
strokes,
regulating screen-space stroke density, and ensuring coherence for
animation.
The full paper is available
(PDF, 0.15 MB). ResearchIndex
Stylized Halftoning
- Artistic
Screening (1995) by Victor Ostromoukhov,
full paper is available
(PDF 3.7MB). Technique to create
halftone style images using arbitrary high contrast micro art to shape
the
halftone "dots." See also the ArtScreen
page.
- Special
Effects with Half-Toning (1996) by John W. Buchanan.
- An
interface for the interactive design of artistic screens (1998) by Nicolas Rudaz, Roger D. Hersch, and Victor Ostromoukhov,
full paper is available
(PDF 1MB).
- Importance
Driven Halftoning
(1998, Postscript 2.2MB) by Lisa Streit and John Buchanan.
Introduces a user-defined importance function which controls
the
nature fo the half tone, allows user selection of drawing primitive.
- Multi-Color
and Artistic Dithering (1999) by Victor Ostromoukhov,
full paper is available
(PDF 5.5MB).
Generalizing the Artistic Screening to color printing.
- Halftoning
with Image-Based Dither Screens (1999) Oleg Veryovka and John Buchanan.
Full paper is available
(compressed Postscript 495 KB).
- Non-photorealistic
Rendering Using an Adaptive Halftoning Technique
(1999, Postscript 4.4MB) by Lisa Streit, Oleg Veryovka and John Buchanan.
Control of tone and texture for non-photorealistic halftones.
- Comprehensive
Halftoning of 3D Scenes
(1999, PDF 718KB) by Oleg Veryovka and John Buchanan.
Uses additional information from rendered 3D scenes to create stylized
halftones better suited to the subject matter.
Real Time Techniques
(or at least, those running at interactive rates)
- Real-Time
Non-photorealistic Rendering (1997) by Lee Markosian, Michael A. Kowalski, Samuel J. Trychin, Lubomir Bourdev, Daniel Goldstein, and John F. Hughes.
Trades accuracy and detail for speed, uses a method for determining
visible
lines and surfaces which is a modification of Appel's hidden-line
algorithm.
- Implicit
Surface Renderer (1998) by David Bremer and John F. Hughes
features (almost) real time non-photorealistic rendering of implicit
surfaces in a sketchy style. See also Rapid
Approximate Silhouette Rendering of Implicit Surfaces
(1998, (6.3MB Postscript))
- Interactive
Line Art Rendering of Freeform Surfaces (1999, 2.8MB
compressesed Postscript) by Gershon Elber.
Uses
extensive preprocessing to provide display of polynomial and rational
surfaces
at interactive rates.
- Interactive
Technical Illustration (1999) by Bruce Gooch, Peter-Pike
J. Sloan, Amy Gooch,
Peter Shirley and
Richard Riesenfeld.
Uses non-photorealistic lighting, silhouetting, and shadowing in an
interactive environment to produce rendering of 3d models enhanced for
illustrative purposes.
- Real-Time
Painting (1999) by Aaron
Hertzmann
is a high speed version of his techniques described in the Painterly
Image
Processing section of this page.
- Real-time
Principal
Direction Line Drawings of Arbitrary 3D Surfaces (1999) by Ahna Girshick and Victoria
Interrante.
Uses the principal directions of curvature to guide lines over curved
3D
surface, can be rendered in real-time.
- Cartoon
Rendering on the GeForce 256 (1999) by Sim Dietrich. This white
paper
written for NVIDIA developers
describes
toon rendering techniques implemented on the GeForce 256 hardware.
- SigGraph/UIUC
Real-Time
Painterly Rendering (2000) by
Josh Michaels, Shanon Drone, Phil Smith, Don Schmidt. The page
includes an abstract, sample images, and source code.
- Shades
of
Disney: Opaquing a 3D World (2000, PDF, 0.3 MB)
by Jeff Lander describes real
time
cartoon and sketch rendering for use in games. See the companion
article Under
the Shade
of the Rendering Tree (2000, PDF, 0.3 MB).
They
were published in in the February and March 2000 issues of Game Developer magazine. See also
this online supplement
with links
to source code and executable for a real-time cartoon rendering demo.
- Stylized
Rendering Techniques for Scalable Real-Time 3D Animation
(2000, PDF, 2.4 MB) by Adam Lake, Carl Marshall, Mark Harris and Marc Blackstein.
See also this project page: Non-Photorealistic
Rendering (Toon) and these slides
from a presentation at the Game Developers Conference 2000.
- Interactive
Artistic Rendering (2000, PDF 1.66 MB) by Matthew Kaplan, Bruce Gooch and Elaine Cohen.
Rendering subdivision surfaces of complex scenes, at interactive rates,
in a
variety of artistic styles using an interactively editable particle
system.
See also this page of sample
animations.
- Performance-Driven
Hand-Drawn Animation (2000, PDF 713KB) by Ian Buck, Adam Finkelstein,
Charles Jacobs, Allison
Klein, David
Salesin, Joshua
Seims, Rick
Szeliski and Kentaro
Toyama.
Describes a method for generating performance-driven, hand-drawn
animation in
real-time. Does multi-way morphs to generate real-time animation that
mimics
the expressions of a user.
- Painterly
Rendering for Video and Interaction (2000, PDF 0.9
MB) by Aaron
Hertzmann and Ken Perlin.
Real time painting over successive frames of animation, applying paint
only in
regions where the source video is changing. Brush strokes may be warped
between frames using optical flow.
- Non-Photorealistic
Virtual Environments (2000) by Allison W. Klein, Wilmot Li, Misha Kazhdan, Wagner Toledo
Corrêa, Adam
Finkelstein
and Thomas A. Funkhouser.
Real time walk-throughs of architectural interiors using stroke-based
textures and image based rendering methods. Full paper is available
(PDF, 12.5 MB).
- NPRQuake
(2000) by Alex Mohr,
Erik Bakke,
Andrew Gardner,
Christopher Herrman and Steve
Dutcher modifies GLQuake to render in several real-time
stylizations.
This is accomplished by intercepting the OpenGL library calls. See the
Mohr
and Gleicher I3D 2001 paper (below) for more details.
- Non-Invasive,
Interactive, Stylized Rendering (2001) by Alex Mohr and Michael Gleicher
describes a
technique for taking an existing OpenGL application and changing it to
use new
visual stylizations. This is done "non-invasively": without modifing
the
application's source code. Instead the OpenGL calls are intercepted and
reinterpreted to produce stylized portrayal. The web page includes
animation,
additional figures and the full paper is available
(PDF, 0.04 MB).
- Real-Time
Hatching
(2001) by Emil Praun,
Hugues Hoppe,
Matthew Webb
and Adam Finkelstein a
real-time
system for non-photorealistic rendering of hatching strokes over
arbitrary
surfaces. Preprocessing builds a tonal art map. Hardware
multitexturing
blends hatch images over rendered faces, varing tone while maintaining
spatial
and temporal coherence. Based on lapped textures
The full paper is available
(PDF 5.75 MB).
- Real-Time
Stroke Textures (2001, PDF 0.6 MB) by Bert Freudenberg
uses
per-pixel-shading graphics hardware to implement non-photorealistic
shading
with hatching textures. There are links to slides and movies on the
author's publication
page.
Interactive Techniques
- Paint
By Numbers: Abstract Image Representations (1990) by Paul Haeberli (full paper
is available
(PDF 7.4 MB) but requires ACM Digital
Library access). Describes interactive "over-painting" of an image
with a shaped color-sampling brush. For an interactive sample, visit
Paul's Impressionist
applet. (This techniques is now available in
commercial
software such as
Instant Photo Artist and Deep
Paint)
- Interactive
Pen-and-Ink Illustration (1994) Michael P. Salisbury Sean Anderson,
Ronen Barzel
and David Salesin.
- Piranesi
is a
commercially available system which allows interactive post processing
of
rendered 3d scenes (with z-buffer data) to achieve various artistic
styles.
See this gallery.
Originally Piranesi was an academic project, see; Interactive
Rendering and Non-photorealistic Rendering: the Piranesi
system, see its Gallery
of Non-photorealistically Rendered Images, and the paper Interactive
Computer Rendering (1995) by Paul Richens and Simon Schofield
and Beyond
Photorealism
(1997) by Paul Richens.
- LiveArt
(formerly ThinkFish LiveStyles)
- Harold:
A World Made of Drawings by Jonathan Cohen, John F. Hughes
and Robert Zeleznik.
Creating 3d virtual environments from hand-drawn 2D input. 3D objects
are made
of planar strokes, reoriented for camera motion. The page includes an
abstract, the full paper
(PDF, 845KB) and a video demonstration.
- Decoupling
Strokes and High-Level Attributes for Interactive Traditional
Drawing (2001) by Frédo
Durand, Victor
Ostromoukhov, Mathieu
Miller, François
Duranleau
and Julie Dorsey
describes an interactive drawing system in which the user draws
abstract strokes over a reference photograph. The system has
high
level controls
to select various stylizations which are displayed in real time. Sample
images
and the full paper is
available (PDF 3.3 MB).
- WYSIWYG NPR:
Drawing Strokes Directly on 3D Models (2002) by Robert D. Kalnins,
Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Joseph C. Lee, Philip L. Davidson,
Matthew Webb, John F. Hughes and Adam Finkelstein.
Allows the user to paint brush strokes directly on the surface of a 3d
model.
Silhoutte and hatching strokes are identified. The number and placement
of
hatching strokes is adjusted as the model is rendered. Silhouette
strokes in
a similar style are synthesized for newly exposed object edges.
The project page contains the full
paper
(PDF 2.5MB), movies and still images.
- Object-Based
Image Editing (2002, PDF 16MB) by William Barrett
and Alan Cheney,
uses image segmentation to identify objects in the image as
regions of
pixels. The objects can then be "scaled, stretched, bent, warped or
even
deleted."
3D Modeling Based on 2D Sketch Input
Toon Shaders/Plug-Ins (and related "cel-look" effects)
- Using
Arbitrary Output Variables in PhotoRealistic Renderman (1998,
Application Note #24) includes exampled of "cel-like", "painted-like",
and
"pen and ink" rendering styles.
- Cartoon-Looking
Rendering of 3D Scenes (1996) by
Philippe Decaudin
- toon
- A shader for cartoon rendering (1997, for RenderMan) by Colin Doncaster
- Toon
Rendering for Softimage by
Michael Arias.
This is one of
the more widely used toon rendering plug-ins. The site contains sample
images,
tutorials, and other articles.
- Cartoon
Shading Using Shading Mapping (for PowerAnimator) by Jake Morrison
- Super
Hero tests (still and animated) by Vision Scape Imaging
for a client called Ideal Entertainment.
- Super
Cel Shader 1.00 Tips and Tricks (for LightWave 3D) and a gallery at the Celshader.com site of
Jennifer Lynn Hachigian.
- CartoonReyes is a plug-in
shader for 3D Studio MAX. Here is a sample
image
and a demo program is available. This tutorial
and this
review apparently refer to the same system.
- The
Incredible Comicshop (for 3D Studio Max, see also) from Meme-X.
- Illustrate!
toon and illustration renderer plug-in for 3D Studio Max. See this gallery.
- Toon Up
Pro
cel shading for trueSpace. See this gallery.
- Scene
III a 3d plug-in for Animo 3, supports Cartoon Shading
- Toon!
for Ray Dream 5.02 and 5.5 (and Carrara(?)) by Eric Winemiller, see
this gallery.
- Toony Shaders
for RenderMan ("Dang I'm tired of photorealism")
by David "Neal" McDonald,
see also
this Page Of
Really Way Too
Large Images
- Alice:
Toon-Textures
a stylized rendering package for the Alice
Interactive Graphics Programming Environment from CMU's Stage 3
Research Group.
- ToonShader
(2001)
from Toon Boom is a plug-in for
the
USAnimation system and exports to Maya. It is described on this brochure
(PDF 0.05 MB)
Painterly Image Processing Techniques
- Imaging
Vector Fields Using Line Integral Convolution (1993) by Brian Cabral and Leith (Casey) Leedom
(full paper is
available (PDF 1.5 MB) but requires ACM
Digital
Library access). Primarily used for visualizing 2 and 3 dimensional
vector fields, the LIC technique operates by distorting texture maps
along
streamlines of the vector field. It can be used to produce a
"wind-blown wet
paint" version of a source image.
- Speckle
Painting (1997) by Paul
Bourke,
simulating the paintings of the aboriginal Australian.
- Processing
images and video for an impressionist effect (1997) by Peter Litwinowicz (full text
in PDF
format (3.5 MB), requires ACM Digital Library
access, as does this description of, and image from, Pete's animation Impressions
of San Francisco). See also this summary
by Matthew Ward.
- Painterly
Rendering with Curved Brush Strokes of Multiple Sizes (1998) by Aaron Hertzmann, full
paper is available
(PDF 425KB). See also Painterly
Video
Processing on an approach to process sequences of video frames.
- Painterly
Rendering with a Painter's Perspective by Caroline Dahllof
- Automatic
Generation of Non-Photorealistic Images by Steve Treavett (?)
- RE:Vision Effects
makers of the Video GoghTM
system, a simple version of their technology seen in the 1998 feature
film What
Dreams May Come (see also the official site and this page at
GOAT).
- Artistic
Rendering of Portrait Photographs thesis research by Eric
Wong: preliminary samples of photographic portrait images processed
into
what looks like pencil drawing. (Note: Eric
graduated, Cornell removed his pages. When he sets up a new web site
this link will be
updated. 12-7-99)
- Generalized
Impressionistic Texture Matrix Generator by Ken Musgrave and Myeong L. Lim.
GIT creates juxtaposition of color (producing tones by placing
small
areas of several colors close to each other) in a manner suggesting the
impressionist technique. See also Lim's GIT
page and his gallery.
See also this draft of a SIGGRAPH art sketch The Generalized
Impressionistic Texture Matrix Generator (Postscript
794KB) and a draft paper A
Statistical Approach to Color Juxtaposition.
- Non-Photorealistic
Effects (1998) by Rob
Ashdown, a
gallery of several images processed into several styles (pencil,
watercolour, tapestry, chalk, by numbers, etching).
- Paint
Alchemy
a Photoshop plug-in from Xaos Tools for painterly image processing. See
this gallery.
- Paint
By Relaxation (2001) by Aaron
Hertzmann describes painterly image processing of still and moving
images.
A user-defined energy function controls the stylization. The
output
image is generated by searching for a collection of brush strokes
with
minimal energy. This approach yields good frame to frame coherence for
moving
images. Full paper is available in several lengths and formats
including this
CGI 2001
paper (PDF 17 MB).
- Image
Analogies (2001) by Aaron
Hertzmann, Charles
E.
Jacobs, Nuria
Oliver, Brian
Curless, and David
Salesin
describes processing images by example: learning an image
transformation from
one pair of before and after images, them applying the
transformation to a third image to produce a fourth. The project
page links to full paper, examples images and software.
- Abstracted
Image Stylization by Doug
DeCarlo and Anthony
Santella contains images and links related to two related 2002
papers: Abstracted
Painterly Renderings Using Eye-Tracking Data (PDF
1.8
MB) and
Stylization and Abstraction of Photographs (PDF 1.8
MB). In this work, eye tracking technology is used to capture
which
areas of a photograph are most important. A stylized version of the
image is
created introducing line along edges and abstracted regions of constant
color
obtained from segmentation. Detail is concentrated in the ares deemed
important during eye tracking.
- Stylized
Video Cubes (2002) by Allison W. Klein, Peter-Pike
J. Sloan, Adam
Finkelstein
and Michael F.
Cohen.
Describes an approach to stylizing video which treats the video as a
space-time
volume of image data. Stylized elements, such as brush strokes, are
defined
over time and space, then sampled as needed. The
full paper (PDF 1.5MB) is available online.
Simulation of Traditional Artistic Media
- Hairy
brushes (1986) by Steve
Strassmann simulates the traditional Japanese art of sumi-e
by
modeling the motion and bristles of the brush and the absorption of the
ink
into the paper. There is a brief description of Strassmann's work in Lines
and How to Draw Them (1997) by Stefan Schlechtweg.
The gist of Strassmann's work was reimplemented in 1999 as a Java applet
by Golan Levin.
- Modeling
Watercolor by Simulating Diffusion, Pigment, and Paper Fibers
(1990) by David Small (Better version available in Postscript.)
- Microscopic
Structural Modeling of Colored Pencil Drawings (1997, article requires ACM Digital Library access, abstract
is free) by Saeko Takagi
and Issei Fujishiro.
- Cellular-Automaton-Based
Simulation of Ink Behavior and Its Application to
Suibokuga-like 3D Rendering of Trees (1999, abstract) by Qing Zhang, Youetsu Sato, Jun-ya Takahashi, Kazunobu Muraoka and Norishige Chiba. See
the full citation,
and these images.
- Volumetric
Modeling of Aristic Techniques in Colored Pencil drawing
(1999) by Saeko
Takagi, Issei Fujishiro
and
Masayuki Nakajima. See also the Pumpkins
project whose aim is to "capture the charm of colored pencil drawing."
- Observational
Model of Blenders and Erasers in Computer-Generated Pencil
Rendering (1999) by Mario
Sousa and John
Buchanan. See also Computer-Generated
Graphite Pencil Rendering of 3D Polygonal Models (GZipped
Postscript 3MB) by the same
authors.
- 3D
Physics-Based Brush Model for Painting (1999) Suguru
Saito and
Masayuki Nakajima. A 3D physically based brush model that allows users
to
paint various strokes intuitively and directly on a computer with a
pen-type
input device.
- Observational
Models of Graphite Pencil Materials (1999, PDF
19.5 MB) by Mario
Sousa and John
Buchanan.
Presents a model of graphite pencil, drawing papers, blenders and
kneaded
erasers that produce realistic looking pencil marks, textures and
tones.
- Simulating
Decorative Mosaics (2001) by
Alejo Hausner converts input images to mosaics composed of shaped
tiles.
Uses a relaxation technique to minimize the visible grout (the
area
between tiles) while aligning tiles with user-specified feature
boundaries.
The full paper is
available (PDF 1.7 MB)
- dAb: Interactive
Haptic Painting with 3D Virtual Brushes (2001) by Bill Baxter, Vincent Scheib, Ming Lin and Dinesh Manocha describes
itself as
"capturing the sight, touch, action, and feeling of painting" through
interactive use of a physically based paint brush and paint model with
haptic
feedback providing a natural interface via simulation of traditional
artists'
tools. The project page includes movies and the full paper in two
resolutions: high
(PDF 10 MB) and low
(PDF 0.2 MB).
- Pastel-Like Rendering Considering the Properties of Pigments and
the
Support Medium (2002) by Kyoko Murakami
and Reiji
Tsuruno. "A new NPR technique that reproduces pastel drawing-like
textures by
focusing especially on the attributes of pastel pigments." This
SIGGRAPH
sketch is apparently not online, but there is a PDF article of the same
name in
this special issue.
- Automatic Generation of Pencil Drawing Using Line-Integral
Convolution
(2002) by Xiaoyang
Mao,
Yoshinori Nagasaka and Atsumi Imamiy. "A new technique for
automatically
generating pencil drawings from 2D gray-scale images using
line-integral
convolution."
- Sketchy Rendering
(2002) by John Haddon
briefly
describes
software to "reproduce the appearance of line drawings in both pencil
and ink,
along with other effects such as the bleeding of ink in water and the
application of pastel to paper." Full
text (PDF, 1.5MB) is available online.
Silhouettes
- Image
Jets, Level Sets, & Silhouettes (1998) by Lance Williams, on
shape and shading from silhouettes.
- Non-photorealistic
"Outlining" Effects Using Sphere-mapping (1998) by Kenny Hoff uses OpenGL's sphere-mapping
facilities to
create novel stylized shading.
- Image Precision
Silhouette
Edges (1999) by Ramesh
Raskar
and Michael Cohen.
Includes demo code
and these
additional images.
- Introduction
to 3D Non-Photorealistic Rendering: Silhouettes and Outlines
(1999, PDF 171KB) by Aaron Hertzmann
- Contour
Rendering (1999) by Per
H. Christensen, describes the Mental Ray contour shader.
Unfortunately
the illustrations from the hardcopy edition of Computer Graphics
33(1)
are not included on this web page.
- Calculating
Distance-to-Silhouette on k-Manifolds
(1999, 1.07MB Postscript) MS Thesis by Paul Brewster.
See also this related earlier work: Fixed-Width
Silhouettes on Parametric Surfaces
- Artistic
Silhouettes: A Hybrid Approach (2000) by J. D. Northrup
and Lee Markosian.
Describes a technique where silhouette edges are processed in image
space,
leading to more consistent detection and subsequent rendering. The page
includes an abstract, the full paper
(PDF, 312KB) and both still and animated sample images.
- The Edge
Buffer: A Data Structure for Easy Silhouette Rendering (2000, PDF 421 KB) by John Buchanan
and Mario Sousa. The
edge buffer
is a technique for highlighting silhouette edges, boundary edges, and
artist
defined edges. See also this demo program.
Non-traditional perspective (for viewing and modeling)
- Multiperspective
Panoramas for Cel Animation 2MB PDF (1997)
by Daniel Wood,
Adam Finkelstein,
Craig Thayer, John Hughes
and David Salesin.
- Multiple-Center-of-Projection
Images (1998 abstract) by Paul Rademacher
and Gary Bishop, the full
paper is available
(PDF 1.4MB) Note: the applicability of this
paper to non-photorealistic rendering is questionable, but it fit
really
well into this sub-category!
- A
Framework for Non-Realistic Projections
(1998, PDF format 604K) Master's Thesis by Jon Levene.
This novel work explores non-photorealistic "perspective" projections.
- View-Dependent
Geometry (1999) by Paul
Rademacher,
full paper is available
(PDF 931KB)
- Observer
Dependent
Deformations in Illustration (2000, PDF 2.4 MB)
by D. Martín, S. Garcia and J. C. Torres.
Deformations of objects and space contributes to the expressiveness of
illustration. Presents use of hierarchical extended non-linear
transformations as a powerful tool for obtaining such expressivity.
- Artistic
Multiprojection
Rendering (2000) by Maneesh Agrawala, Denis Zorin and Tamara Munzner
describes an interactive system for creating multiprojection images
where each
object in the scene can have it own local camera. The project page
includes
images, movies and the full paper (PDF,
14.6 MB) in several formats.
- Animating
Chinese
Landscape Paintings and Panoramas (2001) Master's thesis by Nelson Siu-Hang Chu
describes an
IBMR approach for making fly-through or walk-through animations from a
single
large multi-perspective landscape painting or panorama. This page
contains
links to animations, the thesis and a CGI 2001 paper by Chu and Tai: Animating
Chinese
Landscape Paintings and Panorama using Multi-Perspective Modeling (PDF
6MB).
Stylized Motion and its Depiction
Scientific Visualization
- Image-Guided
Streamline Placement (1996) by Greg Turk
and David Banks.
"Accurate control of
streamline density is key to producing ... visualization of
2-dimensional
vector fields. We introduce a technique that uses an energy function to
guide
the placement of streamlines at a specified density..."
- Visualizing
Multivalued Data from 2D Incompressible Flows Using Concepts from
Painting (1999, PDF, 1.6 MB) by R. Michael Kirby, Haralambos
Marmanis
and David H. Laidlaw.
Uses a combination of visual elements arranged in multiple layers to
visually
represent multivalued data. The representations are inspired by the
brush
strokes artists apply in layers to create an oil painting.
- PLIC:
Bridging the Gap Between Streamlines and LIC (1999) by Vivek Verma, David Kao
and Alex Peng
compares flow visualizations using streamlines and line integral
convolution
(LIC), describes a methodology for flexibly generating flow
visualizations
that span the spectrum of streamline-like to LIC-like.
- Non-Photorealistic
Volume Rendering (1999) student project by Michael Sharps, Kim Harrington
and Evelyn Chun-Yi Wang
portrays volumetric data sets using non-photorealistic rendering to
emphasize
pertinent detail.
- A
Flow-guided Streamline Seeding Strategy (2000) by Vivek Verma, David Kao
and Alex Peng
describes a seed placement strategy for streamlines based on flow
features of
2d vector fields. Its goal is to capture flow patterns in the vicinity
of
critical points in the flow field.
- Various reports from NASA's Numerical
Aerospace Simulation Systems Division on flow visualization using
LIC and
diagrammatic imagery:
- Volume
Illustration:
Non-Photorealistic Rendering of Volume Models (2000) by David Ebert and Penny Rheingans
colors (and shades) volumetric data sets according to local operations
on
small voxel neighborhood. The full paper is available
(PDF 0.24 MB). ResearchIndex
- Formalizing
Artistic Techniques and Scientific Visualization for
Painted
Renditions of Complex Information Spaces (2001) by Christopher G. Healey
describes a method for visualizing complex information spaces as
painted
images. See also his
Nonphotorealistic Visualization project page.
- Combining
Perception and Impressionist Techniques for Nonphotorealistic
Visualization of Multidimensional Data (2001) by Christopher G. Healey
this course presentation surveys a number of issues in
nonphotorealistic
rendering and visual perception, then discusses their relevance to
computer
graphics and scientific visualization through a series of descriptions,
examples, and practical applications. The page contains movies,
presentation
slides and the full paper
(PDF 4.1 MB).
Computer Graphic Effects for Traditional Cel Animation
Books
Surveys and Overview Articles
- Expressive
Rendering: A Review of Nonphotorealistic Techniques (1995,
abstract) by
the late John
Lansdown and Simon
Schofield in IEEE CG&A.
The full
article is
available to those with access to the IEEE Digital Library in HTML
and PDF
formats.
- Different
Strokes (1997) by Barbara Robertson, CGW Magazine. (Note: Pennwell, CGW's publisher, is rebuilding
their web
site, so this article is temporarily unavailable.)
- Ten Papers on
Non-Photorealistic Rendering (1998, revised 1999) survey by Tom Janzen
- There was a focus on
non-photorealistic rendering in the
SIGGRAPH Computer Graphics Newsletter (February 1999), see this introduction
by the guest editor.
- Seeing
Between the Pixels (1999) by
Brian Hayes (in American
Scientist) an essay about non-raster image representations.
- Lecture notes by Jonathan
Cohen
for a 1999 course on Rendering
Techniques including sections on:
Non-photorealistic Rendering: Pen-and-Ink Illustration
(PDF, 2.6MB), Painterly
Rendering (PDF, 3.3MB) and Non-photorealistic
Illumination Models (PDF, 0.9MB).
- An
invitation
to discuss computer depiction (2002) by Frédo Durand
brings
the perspective of Art History to the analysis of stylized depiction,
and
proposes a classification of techniques for stylized depiction
according to
four criteria. Project page includes the
full paper (PDF 0.3 MB) and presentation
slides.
[ResearchIndex]
[ACM DL]
Miscellaneous
- Conferences and conference
sessions on these topics:
- Research groups and project pages related to these topics:
- Films using these techniques:
- Teddy Ruxpin test (1985?), Digital Productions, toon
shading. Plese contact me
if you know any details.
- Oilspot
and Lipstick (1987) Walt Disney Pictures, all toon shaded.
- The Toon Shading process was developed by Tad
Gielow and MJ Turner. Tad says: "The process involved two renders, one
for color (via Wavefront's Render) and one for plotter output (via
Wavefront plot). The plotter output render was suitable for driving a
pen plotter to create artwork that integrated into the traditional Ink
and Paint process (used on The
Great Mouse Detective, Oliver
and Company, The Little
Mermaid, and a number of shorts). We took the plotter output and
wrote a script to drive a Pixar Image
Computer to draw the lines. The lines images was then composited
over the color render."
- Burning Love (1988) short by Carlos Arquelos et al.
at PDI. Plese contact me
if you know any details.
- The
Funtastic World
of Hanna-Barbera (1989?), deGraf/Wahrman Inc., toon shading of
Bedrock
(and other locales?)
- Gas Planet
(1992) short by Eric Darnell et al. at PDI. [Quicktime
clip, 4.6MB]
- The
Lion King (1994): toon shading on stampeding wildebeests [fan site]
- Brick-a-Brac
(1995) short by Cassidy
Curtis et al. at PDI.
- Hercules
(1997): toon shading for the Hydras
- Impressions
of San Francisco (1997) short by Peter Litwinowicz.
- What
Dreams May Come (1998): painterly rendering for Chris' Paradise [official
site] [goat]
- Mulan
(1998):
toon shading for the Hun cavalry charge.
- The
Prince of Egypt (1998): toon shading on props and "extras" in crowd
scenes
- The
New Chair (1998) short by Cassidy
Curtis
- Blixxorr!
(1999)
short by Matt and Dan O'Donnell (Cicada),
all toon shaded.
- The
Iron Giant (1999): toon shading of the giant [official
site] [Animation
Artist]
- Tarzan
(1999): deep canvas 3d painterly backgrounds [official site]
- Fishing
(1999) short by David Gainey et al. at PDI. [VFXPro
article, Quicktime clips]
- Officer Down
(2000) short
by Matt and Dan O'Donnell (Cicada),
all
toon shaded.
- My
VH1 Music
Awards (2000 and 2001) cel shaded bumpers by Psyop, see video at their site from 2000
and (MPEG, 1.6MB). 2001
(MPEG, 5.7MB).
- Osmosis
Jones (2001): ...will contain toon rendering, say informed
sources... [official
site]
- Le
Déserteur (The
Deserter) (2001) by Olivier
Coulon Aude Danset Paolo De Lucia
and Ludovic Savonnière.
Produced at Supinfocom, won the Jury Award at SIGGRAPH 2002. See
especially
this gallery
of
images from the film. See also this article
in pixelcreation.
- Sarah
(2001) by Justine Bonnard et al. stylized as an acrylic
painting (bad
English translation).
- DNA
(2002, QuickTime, 3.8MB, 60 seconds) cel shaded TV spot
for Volkswagen
by Psyop. Video is available on
this page
of VW Commeercials, at
Ads.com and at Psyop's
gallery. Their site also has two other NPR VW spots: Sheep
(MPEG, 7.8MB) and Cones
(MPEG, 3.5MB).
- A Flatpack Project
by John Haddon
(2002)
- ...
- Real-time interactive systems using these techniques:
- AlphaWolf
(2001)
used a real time "charcoal rendering" technique.
- Non-Photorealistic
Rendering Jargon File, a glossary by Craig Gulow.
- Since
Less
is often More: Methods for Stylistic Abstractions In 3D-Graphics
(1995)
by Antonio Krüger
and Thomas Rist. See
also the
first authors' page on Graphical
Abstraction
- The book Computational
Visualization: Graphics, Abstraction, and Interactivity
(1998) by
Thomas Strothotte et al. explores abstraction in
computer
graphics. It discusses non-photorealistic animation, non-traditional
perspective, and other topics of interest to readers of this page.
- Understanding
Comics; The Invisible Art (1993) by Scott McCloud. See also this review
of the book.
Now Scott has published a companion volume: Reinventing
Comics
(2000).
- 2D Paint
and Cel
Animation from SGI. See also their article about The
Prince of Egypt.
- Fleeting Image Animation
"animation that integrates traditional and computer generated
techniques"
- Cicada Interactive is a
small
independent animation production company that specializes in toon-style
films.
Their propietary software is called Mexico.
Not yet categorized
- Comic-Strip
Rendering (1995) by Peter Hall.
[ResearchIndex]
- Computer Drafting of Stones, Wood, Plant and Ground Materials
(1979) by Chris Yessios in Computer Graphics 13(3) SIGGRAPH '79
Proceedings,
pages 190-198.
- Creating
Informal Looking Interfaces (1997?) by Jonathan Meyer and Michael
Crumpton. See more about
The EtchaPad Project
- Minimal
Graphics (1999) by Ivan Herman
and David Duke,
full paper is available
(compressed Postscript 1.6 MB).
A preliminary investigation into an automatic rendering system based on
a model
of cognitive information processing
- Animated
CharToon
Faces (2000, Postscript 3MB) by Zsófia Ruttkay and Han
Noot. Java-based, realtime animation of nonrealistic 2d cartoon
faces.
See also these color
plates
(Postscript 9.7MB) from the paper, and the CharToon project
page.
- Digital
Animation
De-construction and Restoration describes a image processing
service
offered by Dynacs Digital
Studios.
They scan old animation and "de-construct" it into line art backgrounds
and
overlays, allowing it to be reprocessed and recomposited.
- Interactive
Dynamic Abstraction
(2000, PDF 1.6 MB) by Scott Sona Snibbe and Golan Levin
- Special Issue
on
Non-photorealistic Rendering (2002 v1n2) in The Journal of the Society
for
Art and Science. Note: I cannot display these articles, perhaps the
PDF
files do not contain font data?
-
Send comments to Craig Reynolds
<cwr@red3d.com>
visitors since June 27, 1999
Last update: September 22, 2003