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Real-time 3D rendering with hatching

机译:带有阴影的实时3D渲染

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摘要

We present an approach for real-time pen-and-ink hatching renderings on large scenes. Starting with 3D models including photorealistic textures and materials, we aim to propose a solution that produces hatched renderings. As we consider scene objects described as polygonal meshes with their own textures, we produce once hatching patterns at different tones and resolutions considering the material of each object. To achieve that, we create a flow direction map per texture pixel, using contour characteristics extracted from the original texture and then interpolated. Stroke trajectories are thus generated depending on the flow direction and using B-splines, providing tones from light-to-dark. Tones are then stored in a mutli-resolution tonal art map. Moreover, we aim to overcome the limitations of existing hatching rendering methods by introducing an illumination model, fully implemented on GPU and able to manage three shading types: regular shadow, soft/cast shadow and self-shadowing. Tones and hatching resolutions are, therefore, assigned according to local/global illumination supporting multiple light sources. Our model, both dedicated for 3D static model renderings and 3D model animation, supports model deformations and is also spatially and temporally coherent since it gives continuous hatching strokes during object animations and/or light displacements.
机译:我们提出了一种在大型场景上实时进行笔墨填充阴影渲染的方法。从包括逼真的纹理和材质的3D模型开始,我们旨在提出一种产生阴影渲染的解决方案。当我们将场景对象描述为具有自己的纹理的多边形网格时,考虑到每个对象的材质,我们会以不同的色调和分辨率生成一次阴影图案。为此,我们使用从原始纹理提取并进行插值的轮廓特征为每个纹理像素创建一个流向图。因此,根据流动方向并使用B样条曲线生成冲程轨迹,从而提供了明暗之间的音调。然后,将音调存储在多分辨率音调艺术图中。此外,我们旨在通过引入照明模型来克服现有阴影渲染方法的局限性,该模型完全在GPU上实现,并且能够管理三种阴影类型:常规阴影,软阴影/自阴影和自阴影。因此,色调和阴影分辨率是根据支持多个光源的局部/全局照明分配的。我们的模型既致力于3D静态模型渲染,又致力于3D模型动画,支持模型变形,并且在空间和时间上都具有连贯性,因为它在对象动画和/或光位移期间提供连续的阴影线。

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