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Painting with Polygons: A Procedural Watercolor Engine

机译:用多边形绘画:程序水彩引擎

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Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists. Finally, we present a detailed analysis of the different vector-rendering technologies available.
机译:现有的自然媒体绘​​画模拟已经产生了高质量的结果,但是需要强大的计算硬件,并且仅限于屏幕分辨率。数字艺术家希望能够使用类似水彩画的绘画工具,但要以打印分辨率和低端硬件(例如笔记本电脑或平板电脑)使用。我们提出了一种以轻量级方式生成类似水彩画的动态绘画行为的过程算法。我们的目标不是精确复制水彩画,而是创建一系列动态行为,使用户可以实现相似的处理风格和结果,同时具有自己的独特特征。我们的笔划表示基于矢量,允许以任意分辨率进行渲染,并且我们的程序颜料对流算法足够快,可以支持在平板设备上绘画。我们在专业艺术家使用的市售板岩应用中展示了我们的技术。最后,我们对可用的不同矢量渲染技术进行了详细分析。

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