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Computer-Generated Pen-and-Ink Illustration of Trees

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Computer-Generated Pen-and-Ink Illustration of Trees Oliver Deussen Thomas Strothotte University of Magdeburg Why pen, ink, and trees Drawings convey visual ... – PowerPoint PPT presentation

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Title: Computer-Generated Pen-and-Ink Illustration of Trees


1
Computer-Generated Pen-and-Ink Illustration of
Trees
  • Oliver DeussenThomas StrothotteUniversity of
    Magdeburg

2
Why pen, ink, and trees
  • Drawings convey visual information
  • Illustrations in books
  • Architecture and landscaping

3
Main ideas
  • Using existing models
  • Drawing the foliage
  • Large data
  • Abstract representation
  • Drawing styles

4
Related work
  • Leaves
  • Alvy Smith
  • Fractals
  • Small disks
  • Reeves and Blau
  • Particle system to represent leaves
  • Sasada
  • Tree sketch in architecture environments
  • View facing polygons
  • Strokes
  • Simulate brush
  • Tone and texture

5
Interactive Pen and Ink Illustration
  • 2D drawing
  • Tone and texture
  • High level cumulative effect
  • Randomness to the strokes
  • Stored stroke textures

6
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7
Traditional methods
  • Trunk
  • Silhouette
  • Shading
  • Leaves
  • Primitive shape
  • Foliage
  • Well lit
  • Half shadow
  • Deep shadow

8
Image from xfrog
9
Input model
  • xfrog system
  • Tree skeleton
  • 2 levels of branches
  • Foliage
  • Particles vs. polygons
  • 183,000 to 8,800

10
Tree skeleton
  • Silhouette
  • Mokosian
  • Rakar
  • Shading
  • Floyd Steinberg method
  • Difference image algorithm
  • Stroke area and direction

11
Foliage
  • First attempt
  • Merging shapes into outlines
  • Abstractions
  • Depth difference
  • Saito and Takahashi
  • Enhance outlines

12
Depth differences
  • Zero order difference determines outlines
  • z-buffer
  • Difference with neighbor
  • Threshold

13
Using z-buffer
  • Parameters
  • Depth value from the camera z0, z1
  • z-buffer value d00, d165535
  • Threshold 10 of the depth of the tree

14
Disk size and threshold
  • a) size 0.15, threshold 1000 b) size 0.7,
    threshold 2000

15
Abstract primitives
  • 3D impression

16
Level of abstraction
  • Using z-buffer value
  • Primitive size

17
Software framework
  • Interactive vs. high quality
  • Software shadows
  • Vectoriation of primitive polygons

18
Results
  • Interactive 3 trees of 20,000 particles each and
    25,000 ground particles at 3 fps.
  • 13,200 elliptic primitives - 10 seconds (SGI
    Octane)

19
Results
  • 200,000 leaves reduce to 16,200 particles
  • 90,000 tree particles, 23,000 grass particles - 1
    minute

20
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21
Conclusion
  • Pro
  • Using existing models
  • Primitive shape
  • Level of abstraction
  • Hand drawn style
  • Con
  • Interactive speed
  • Dealing with large models

22
Extensions
  • Trees only?
  • Depth difference extends to other models.
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