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Computer-Generated Watercolor

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2. To flow outward into nearby region. 3. To be damped to minimize oscillating waves ... To flow outward. Remove some water at the boundary. Applying Capillary ... – PowerPoint PPT presentation

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Title: Computer-Generated Watercolor


1
Computer-Generated Watercolor
  • Cassidy J. Curtis
  • Sean E. Anderson
  • Joshua E. Seims
  • Kurt W. Fleischer
  • David H. Salesin

2
Outline
  • Introduction
  • Related work
  • Background
  • Overview
  • Watercolor simulation
  • Rendering
  • Applications
  • Results
  • Conclusion

3
Introduction
  • Various artistic effects of watercolor

4
Related work
  • Simulating artists traditional media and tools
  • Watercolor David Small 1991
  • Sumie Guo and Kunii 1991
  • Commercial package
  • Fractal Design Painter

5
Background
  • Properties of watercolor
  • Watercolor paper
  • Pigment
  • Binder
  • Surfactant

6
Background
  • Watercolor Effects
  • a) dry-brush
  • b) Edge darkening
  • c) Backruns
  • d) granulation and separation of pigments
  • e) Flow patterns
  • f) color glazing

7
Overview
  • Computer-generated watercolor
  • 1. Fluid (and pigment) simulation for each glaze
  • 2. Rendering

Glaze physical properties, area
8
Fluid simulation
  • Three-layer model

9
Fluid simulation
  • Paper Generation
  • Height field model ( 0 lt h lt 1 )
  • Based on pseudo-random process
  • Fluid capacity c proportional to h

10
Fluid simulation
  • Main loop

11
Fluid simulation
  • Main loop

12
Moving water
  • conditions of water
  • 1. To remain within the wet-area mask
  • 2. To flow outward into nearby region
  • 3. To be damped to minimize oscillating waves
  • 4. To be perturbed by the texture of the paper
  • 5. To be affected by local changes
  • 6. To present the edge-darkening effect

13
Fluid simulation
  • Configuration
  • Staggered grid

i,j
14
Fluid simulation
  • Updating the water velocities
  • Governing Equation (2D Navier-Stoke Eqn.)

15
Fluid simulation
  • Derivation of Navier-Stoke Eqn.(1/5)
  • Basic Eqn.
  • For unit volume

16
Fluid simulation
  • Derivation of Navier-Stoke Eqn.(2/5)
  • Two kind of measurements

17
Fluid simulation
  • Derivation of Navier-Stoke Eqn.(3/5)
  • Eulerian view

18
Fluid simulation
  • Derivation of Navier-Stoke Eqn.(4/5)
  • Governing Eq.
  • Forces
  • Gravity
  • Viscosity
  • Pressure

19
Fluid simulation
  • Derivation of Navier-Stoke Eqn.(5/5)
  • Navier-Stoke Eqn.
  • For 2D case,

20
Fluid simulation
  • Updating the water velocities
  • Numerical integration for u

21
Fluid simulation
  • Updating the water velocities
  • Applying paper slope effect
  • Applying Drag Force

22
Fluid simulation
  • Mass conservation (1/3)
  • Divergence free condition

23
Fluid simulation
  • Mass conservation (2/3)
  • Relaxation (iterative procedure)

24
Fluid simulation
  • Mass conservation (3/3)
  • Relaxation (iterative procedure)

25
Fluid simulation
  • Edge darkening
  • To flow outward
  • Remove some water at the boundary

26
Fluid simulation
  • Edge darkening

dry
wet
27
Fluid simulation
  • Main loop

28
Fluid simulation
  • Moving Pigments
  • To move as specified by the velocity field u,v

29
Fluid simulation
  • Moving Pigments
  • To move as specified by the velocity field u,v

30
Fluid simulation
  • Main loop

31
Fluid simulation
  • Transferring Pigments
  • Adsorption and desorption

32
Fluid simulation
  • Main loop

33
Fluid simulation
  • Backruns
  • Diffusing water through the capillary layer
  • Spreading slowly into a drying region
  • Transfer water to its dryer neighbors until they
    are saturated

34
Fluid simulation
  • Drybrush effect
  • By excluding any lower pixel than threshold

35
Rendering
  • Optical properties of pigments
  • Optical composition subtractive color mixing

36
Rendering
  • Optical properties of pigments
  • Kubelka-Munk (KM) Model
  • To compute Reflectance R and Transmittance T
    using K and S

unit length
37
Rendering
  • Optical properties of pigments
  • Kubelka-Munk (KM) Model

38
Rendering
  • Optical properties of pigments
  • Kubelka-Munk (KM) Model
  • For multiple layers

39
Rendering
  • Optical properties of pigments
  • Kubelka-Munk (KM) Model

We need S and K values
Make user choose them intuitively
40
Rendering
  • Optical properties of pigments
  • User selects Rw and Rb

41
Rendering
  • Optical properties of pigments
  • User selects Rw and Rb

42
Applications
  • 1. Interactive painting with watercolors
  • 2. Automatic image watercolorization
  • 3. Non-photorealistic rendering of 3D models

43
Applications
  • 1. Interactive painting with watercolors

44
Applications
  • 2. Automatic image watercolorization
  • Color separation
  • Brushstroke Planning

45
Applications
  • 2. Automatic image watercolorization
  • Color separation
  • Determine the thickness of each pigment by
    brute-force search for all color combinations

46
Applications
  • 2. Automatic image watercolorization
  • Brushstroke planning

47
Applications
  • 3. Non-photorealistic rendering of 3D models
  • Using photorealistic scene of 3D model

48
Results
49
Results
50
Results
51
Results
52
Conclusion
  • Various artistic effects of watercolor
  • Water and pigment simulation
  • Pigment Rendering
  • Application
  • Interactive system
  • Automatic watercolorization of 2D and 3D

53
Further work
  • Other effects
  • Spattering and drybrush
  • Automatic rendering
  • Applying automatic recognition
  • Generalization
  • Integration of Wet-in-wet and backruns
  • Animation issues
  • Reducing temporal artifacts
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