Dynamic Stylized Shading Primitives - Archive ouverte HAL
Conference Papers Year : 2011

Dynamic Stylized Shading Primitives

Abstract

Shading appearance in illustrations, comics and graphic novels is designed to convey illumination, material and surface shape characteristics at once. Moreover, shading may vary depending on different configurations of surface distance, lighting, character expressions, timing of the action, to articulate storytelling or draw attention to a part of an object. In this paper, we present a method that imitates such expressive stylized shading techniques in dynamic 3D scenes, and which offers a simple and flexible means for artists to design and tweak the shading appearance and its dynamic behavior. The key contribution of our approach is to seamlessly vary appearance by using a combination of shading primitives that take into account lighting direction, material characteristics and surface features. We demonstrate their flexibility in a number of scenarios: minimal shading, comics or cartoon rendering, glossy and anisotropic material effects; including a variety of dynamic variations based on orientation, timing or depth. Our prototype implementation combines shading primitives with a layered approach and runs in real-time on the GPU.
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Dates and versions

hal-00617157 , version 1 (26-08-2011)

Identifiers

Cite

David Vanderhaeghe, Romain Vergne, Pascal Barla, William Baxter. Dynamic Stylized Shading Primitives. NPAR '11:Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering, Aug 2011, Vancouver, Canada. pp.99-104, ⟨10.1145/2024676.2024693⟩. ⟨hal-00617157⟩
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