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Title: P1259229601MSYrD


1
Stylistic Rendering of Implicit Models
By Brian Wyvill, Kevin Foster, Pauline
Jepp, Ryan Schmidt, Mario Costa Sousa, Joaquim A.
Jorge.
University of Calgary GraphicsJungle Group
2
Problem
Building Shapes Complex objects Smooth curved
volumes Blended objects Branching Collision
detection (Abutting objects) Sharp Junctions
(CSG) Interaction Sketching Stylistic
renderings
3
The BlobTree 2005
  • Complexity - Hierarchy
  • Affine Transformations
  • CSG (union, difference, intersection)
  • Blend
  • Controlled Blend
  • Warp (e.g. twist,taper,bend)
  • Texture
  • Animation Tracks
  • Precise contact modelling
  • Distance Metrics
  • NPR Rendering

Skeletal Implicit primitives
4
Control of Blending
5
Space Warp
6
Complex Models (Natural Phenomana)
7
Complex Models (Natural Phenomana)
Murex Cabritii Model Callum Galbraith
8
Efficiency
  • Rendering slow due to the number of implicit
    function
  • evaluations.
  • Approaches to speeding up the traversal
  • Space Subdivision
  • Tree Pruning
  • Caching

9
Blob Tree With Cache Nodes
Tri-quadratic Vs. Tri-linear interploation
10
Variable Resolution
643
323
163
  • 1283
  • Resolutions are per-component (components are
    tail, body, and left hand)
  • Tri-quadratic reconstruction is used for value
    and gradient
  • (smoother surface at low resolution)

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12
Non-Photorealistic Rendering
  • Motivation
  • Create natural science illustrations
  • Art
  • Improve rendering time for Implicit Surfaces

13
Pen and ink
14
Related work
  • David Bremmer and John Hughes 98
  • Use a raytracer paradigm to create short strokes
    on surface and to trace strokes around contours
  • Few rays are used to increase speed
  • Integration methods produce good results but are
    expensive
  • Gershon Elber 98, 99
  • Uses particles distributed on the surface to
    create strokes
  • Uses principal directions for stroke direction
  • Transparency

15
The system
Stylise strokes
16
Initialise Particles On Surface
  • Particles are initialised on the surface
  • partitioned by voxelisation
  • distributed by attraction / repulsion.

Fp Rp Attraction repulsion particles within
a voxel attraction along gradient.
17
Tracking The Silhouette
18
Create strokes from interior particles
  • We create small marks following the contour,
    principal directions and arbitrary
    user-controlled directions.
  • Vary the width, length and intensity of these
    small strokes on curvature, slope, distance and
    lighting information.

Stroke direction and intensity by contour
Stroke direction by contour, intensity by contour
and lights
Stroke direction by principal direction of
curvature, intensity by light direction.Note
contour strokes.
19
Create strokes on CSG regions
CSG Strokes
20
CSG Strokes Finding the discontinuity
21
CSG Strokes Finding the discontinuity
22
CSG Strokes Finding the discontinuity
23
CSG Strokes Finding the discontinuity
24
CSG Strokes Finding the discontinuity
25
CSG Strokes Finding the discontinuity
26
CSG Strokes The dual tracking algorithm the
racetrack problem
27
CSG Strokes The dual tracking algorithm the
racetrack problem
28
CSG Strokes The dual tracking algorithm the
racetrack problem
29
CSG Strokes The dual tracking algorithm the
racetrack problem
30
CSG Strokes The dual tracking algorithm the
racetrack problem
31
CSG Strokes The dual tracking algorithm the
racetrack problem
32
CSG Strokes The dual tracking algorithm the
racetrack problem
33
CSG Strokes The dual tracking algorithm the
racetrack problem
34
CSG Strokes The dual tracking algorithm the
racetrack problem
35
CSG Strokes The dual tracking algorithm
maintain straddling
36
CSG Strokes The dual tracking algorithm
maintain straddling
37
CSG Strokes The dual tracking algorithm
maintain straddling
38
CSG Strokes The dual tracking algorithm
maintain straddling
39
CSG Strokes The dual tracking algorithm
maintain straddling
40
CSG Strokes The dual tracking algorithm
maintain straddling
41
CSG Strokes The dual tracking algorithm
maintain straddling
42
CSG Strokes The dual tracking algorithm
maintain straddling
43
CSG Strokes The dual tracking algorithm
maintain straddling
44
Finding Discontinuities
  • It is desirable to show shape features such as
    CSG junctions that are not on a silhouette. We
    use the difference in gradient criteria to detect
    a feature then track using two particles
  • Particles wander on surface if either side of the
    discontinuity (?a - ?b)gt? finds a1 and b1
  • 2. Tangent planes through a and b and ?ax?b
    intersect to give first guess, p. Iterate to
    surface.

45
Dual Particle Tracking Algorithm
1. Increment a step in direction d1 ?a X ?b 2.
If b2 is inside then scale d1 to allow for the
inside track. 3. if the points bracket the
feature then continue else It could be that one
of the particles crosses the surface (blue
particle at step 3). Take the vector v3 b3
(b2 - a2) take the step and iterate to surface.
a3
b3
v3
a2
b2
d1
a1
b1
Particles a,b positions after 3 steps
46
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47
Speleothem
grown using BlobTree simulation hooks,
rendered by ray tracing and NPR techniques.
(Callum Galbraith)
48
Sketch Based Interface and Caching
49
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50
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51
Sample BlobTree Movies
Wedding Invitation
Wedding Invitation Out-Take
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