Image and Video-Based Artistic Stylisation by David Vanderhaeghe, John Collomosse (auth.), Paul Rosin,

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By David Vanderhaeghe, John Collomosse (auth.), Paul Rosin, John Collomosse (eds.)

Non-photorealistic rendering (NPR) is a mixture of special effects and machine imaginative and prescient that produces renderings in numerous inventive, expressive or stylized methods resembling portray and drawing. This e-book specializes in snapshot and video established NPR, the place the enter is a second photo or a video instead of a 3D version. second NPR thoughts have program in components as diversified as customer electronic images and visible results for television and movie production.
The ebook covers the complete diversity of the state-of-the-art of NPR with each bankruptcy authored through across the world popular specialists within the box, protecting either classical and modern concepts. it's going to let either graduate scholars in special effects, computing device imaginative and prescient or snapshot processing builders alike to speedy familiarize yourself with modern suggestions, allowing them to use 2nd NPR algorithms of their personal initiatives.

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12(1), 87–127 (2006) 2. Adobe: Illustrator (2012). com/illustrator/ 3. Adobe: Photoshop (2012). com/photoshop/ 4. : Composite Bezier curves (2006). html 5. : An efficient physically-based model for Chinese brush. In: Proceedings of the International Conference on Frontiers in Algorithmics, pp. 261–270 (2007) 6. : Physically based modeling: Principles and practice. In: ACM SIGGRAPH Courses (1997). edu/~baraff/sigcourse/ 7. : Simple data-driven modeling of brushes. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp.

A survey of stroke-based rendering. IEEE Comput. Graph. Appl. 23, 70–81 (2003) 22. : Fast and efficient skinning of animated meshes. Comput. Graph. Forum 29(2), 327–336 (2010) 23. : Tokamak physics engine (2010). com/ 24. : Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation. In: Proceedings of ACM SIGGRAPH, pp. 165–172 (2000) 25. : A GPU-based method for real-time simulation of Eastern painting. In: Proceedings of the International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, pp.

The output of our brush head model is some geometry that we could test for actual canvas contact, but that would likely be a very small area and would not reflect the size of the mark we would expect such a brush to make. Realistically, a brush head has wet paint on it which creates a larger contact area with the canvas than just the bristle geometry. Therefore, we use what we call a “deposition threshold” which is a plane slightly offset from the canvas, and state that any geometry in the volume between the deposition threshold and the canvas is considered to be in contact (see Fig.

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