Inter-color NPR Lines: A Comparison of Rendering Techniques
Renderings of 3D scenes can feature lines drawn automatically along sharp edges between colored areas on object textures, in order to imitate certain styles of hand-drawn line art. However, such “inter-color lines” have been studied very little. Two algorithms for rendering these lines were compared...
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Published in | The computer games journal. Vol. 5; no. 1-2; pp. 39 - 53 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
New York
Springer New York
01.09.2016
Springer Nature B.V |
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Online Access | Get full text |
ISSN | 2052-773X 2052-773X |
DOI | 10.1007/s40869-016-0022-3 |
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Abstract | Renderings of 3D scenes can feature lines drawn automatically along sharp edges between colored areas on object textures, in order to imitate certain styles of hand-drawn line art. However, such “inter-color lines” have been studied very little. Two algorithms for rendering these lines were compared in this study—a faster one utilizing precomputed lines “baked” into the textures and a more complex one that dynamically generates the lines in image space on each frame—for the purpose of determining which of the two better imitated traditional, hand-drawn art styles and which was more visually appealing. In this study, test subjects compared results of the two algorithms side by side, both passively and interactively from a moving camera, and they noted the visual differences to reach final judgments as to which better adhered to artistic conventions and which was more appealing. Statistical analysis of the sample proportions that preferred each algorithm did not show that any significant difference existed between the two algorithms in terms of either of the above metrics. Thus the algorithm using precomputed lines appears to be more recommendable overall, as it is known to be computationally faster, whereas the dynamic algorithm was not shown to be preferred by viewers in terms of conventionality or aesthetics. |
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AbstractList | Renderings of 3D scenes can feature lines drawn automatically along sharp edges between colored areas on object textures, in order to imitate certain styles of hand-drawn line art. However, such “inter-color lines” have been studied very little. Two algorithms for rendering these lines were compared in this study—a faster one utilizing precomputed lines “baked” into the textures and a more complex one that dynamically generates the lines in image space on each frame—for the purpose of determining which of the two better imitated traditional, hand-drawn art styles and which was more visually appealing. In this study, test subjects compared results of the two algorithms side by side, both passively and interactively from a moving camera, and they noted the visual differences to reach final judgments as to which better adhered to artistic conventions and which was more appealing. Statistical analysis of the sample proportions that preferred each algorithm did not show that any significant difference existed between the two algorithms in terms of either of the above metrics. Thus the algorithm using precomputed lines appears to be more recommendable overall, as it is known to be computationally faster, whereas the dynamic algorithm was not shown to be preferred by viewers in terms of conventionality or aesthetics. |
Author | Herring, Donald G. McGraw, Tim |
Author_xml | – sequence: 1 givenname: Donald G. surname: Herring fullname: Herring, Donald G. organization: Purdue University – sequence: 2 givenname: Tim surname: McGraw fullname: McGraw, Tim email: tmcgraw@purdue.edu organization: Purdue University |
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Cites_doi | 10.1145/1029949.1029963 10.1007/978-3-642-22819-3_15 10.1145/1242073.1242252 10.1016/j.ins.2012.04.040 10.1145/2448531.2448540 10.1109/ICIG.2004.28 10.1145/97879.97901 10.1145/1186562.1015768 10.1111/1467-8659.00683 10.1145/300523.300526 10.1145/1576246.1531334 10.1109/PG.2007.63 10.1007/978-3-662-43790-2_3 10.2501/IJMR-53-2-231-252 10.1145/2534329.2534348 10.1145/2063176.2063202 10.1007/978-3-319-10602-1_7 10.1145/1274871.1274880 |
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References_xml | – reference: ColeFGolovinskiyALimpaecherABarrosHSFinkelsteinAFunkhouserTRusinkiewiczSWhere do people draw lines?Communications of the ACM201255110711510.1145/2063176.2063202 – reference: Nienhaus, M., & Döllner, J. (2004). Sketchy drawings. In Proceedings of the 3rd international conference on computer graphics, virtual reality, visualisation and interaction in Africa, AFRIGRAPH ’04 (pp. 73–81). New York: ACM. – reference: WangSMaZLiuXChenYWuECoherence-enhancing line drawing for color imagesScience China Information Sciences2012561111110.1016/j.ins.2012.04.040 – reference: Goodwin, T., Vollick, I., & Hertzmann, A. (2007). Isophote distance: A shading approach to artistic stroke thickness. In Proceedings of the 5th international symposium on non-photorealistic animation and rendering (pp. 53–62). New York: ACM. – reference: Cardona, L., & Saito, S. (2014). Gaussian curvature based localized stylization method for view-dependent lines extracted from 3D models. In Transactions on computational science XXIII (Vol. 8490, pp. 40–57). Berlin: Springer. – reference: Gooch, B., Sloan, P. P. J., Gooch, A., Shirley, P., & Riesenfeld, R. (1999). Interactive technical illustration. In Proceedings of the 1999 symposium on interactive 3D graphics (pp. 31–38). New York: ACM. – reference: Hajagos, B., Szécsi, L., & Csébfalvi, B. (2012). Fast silhouette and crease edge synthesis with geometry shaders. In Proceedings of the 28th spring conference on computer graphics (pp. 71–76). New York: ACM. – reference: Ohtake, Y., Belyaev, A., & Seidel, H. P. (2004). Ridge-valley lines on meshes via implicit surface fitting. In ACM SIGGRAPH 2004 papers, SIGGRAPH ’04 (pp. 609–612). New York: ACM. – reference: Matsuo, T., Mikami, K., Watanabe, T., & Kondo, K. (2011). Shape oriented line drawing in real-time 3DCG. In SIGGRAPH Asia 2011 posters, SA ’11 (pp. 45:1–45:1). New York: ACM. – reference: Son, M., Kang, H., Lee, S., & Lee, S. (2007). Abstract line drawings from 2D images. In 15th Pacific conference on computer graphics and applications (pp. 333–342). – reference: DolnicarSGrünBLeischFQuick, simple and reliable: Forced binary survey questionsInternational Journal of Market Research201153223110.2501/IJMR-53-2-231-252 – reference: RossiPHWrightJDAndersonABHandbook of survey research2013LondonAcademic Press – reference: Wang, A.-Y., Tang, M., & Dong, J. X. (2004). A survey of silhouette detection techniques for non-photorealistic rendering. In Proceedings of the third international conference on image and graphics (ICIG’04) (pp. 434–437). IEEE. – reference: Saito, T., & Takahashi, T. (1990). Comprehensible rendering of 3-D shapes. In Proceedings of the 17th annual conference on computer graphics and interactive techniques (pp. 197–206). New York: ACM. – reference: Constable, M. (2011). Artist-led suggestions towards an approach in content aware 3D non-photorealistic rendering. In Computer vision—ACCV 2010 workshops (Vol. 6469, pp. 142–151). – reference: SanockiTBowyerKWHeathMDSarkarSAre edges sufficient for object recognition?Journal of Experimental Psychology: Human Perception and Performance1998241340349 – reference: Mitchell, J. L., Brennan, C., & Card, D. (2002). Real-time image-space outlining for non-photorealistic rendering. In ACM SIGGRAPH conference abstracts and applications (pp. 239–239). New York: ACM. – reference: Feldman, U. (1993). Quantifying the dimensions of color experience. Thesis, Massachusetts Institute of Technology. – reference: Magdics, M., Sauvaget, C., García, R. J., & Sbert, M. (2013). Post-processing NPR effects for video games. In Proceedings of the 12th ACM SIGGRAPH international conference on virtual-reality continuum and its applications in industry (pp. 147–156). New York. – reference: Perrot, M., Habrard, A., Muselet, D., & Sebban, M. (2014). Modeling perceptual color differences by local metric learning. In European conference on computer vision (pp. 96–111). Berlin:Springer. – reference: Masuch, M., Schlechtweg, S., Schönwälder, B., & Magdeburg, D. (1997). daLi!—Drawing animated lines! In O. Deussen & P. Lorenz (Eds.), Proceedings of simulation and animation (pp. 87–96). – reference: MokrzyckiWSTatolMColor difference Delta E—A surveyMachine Graphics and Vision2011204383411 – reference: Cole, F., Sanik, K., DeCarlo, D., Finkelstein, A., Funkhouser, T., Rusinkiewicz, S., et al. (2009). How well do line drawings depict shape? In ACM SIGGRAPH 2009 papers (pp 28:1–28:9). 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Title | Inter-color NPR Lines: A Comparison of Rendering Techniques |
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