• Title/Summary/Keyword: 컴퓨터그래픽, 비사실적 렌더링

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A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.59-70
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    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

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Non-Photorealistic Rendering using GPU Programming Technique (GPU 프로그래밍 기법을 이용한 비사실적 랜더링)

  • Bat-Ochir, Bolormaa;Sung, Kyung;Kim, Soo-Kyun
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1228-1233
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    • 2011
  • NPR(Non-Photorealistic rendering) technique is developing by every years. NPR is inspired on artistic styles, which is painting, drawing, technical illustration, animation and cartoon. There have many application programs for NPR, which is popular and useful of animations, even on game industrial. In traditional computer graphics focused on non-photorealism, but this method need much more memory and time. Recent years, Many NPR methods present advanced rendering technique and real time technique using graphic accelerator. This paper propose to explain NPR with GPU programming.

Computer Generated Color Paper Mosaic Rendering (자동화된 색종이 모자이크 렌더링)

  • Seo, Sang-Hyun;Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.1
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    • pp.1-9
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    • 2002
  • Recently as it is growing concern about NPR(Non-Photorealistic Rendering), Several computer graphics researchers are studying to simulate conventional artistic expressions such as pen-and-ink illustrations, watercolor and impressionism technique. In the NPR it is important thing that someone can produce a representation looked like work drawn or manipulated people directly. In this paper we propose that the technique could make the mosaic work automatically, tore and tagged a paper by hands used to educational and artistical representation, we suggest various methods to express a shape and texture of paper tore by hands without using cutters or scissors.

Rendering cartoon-style specular reflection using projective textures (투영 텍스처를 이용한 만화적인 반사 효과의 렌더링)

  • Hwang, Soon-Jae;Choi, Jung-Ju;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.34-39
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    • 2004
  • 물체의 반사(specular reflection)는 물체의 재질을 이해하는 중요한 실마리임과 더불어, 반사 영역의 모양은 국소적으로 물체의 기하학적 정보를 표시하는 중요한 부분이다. 기존의 비사실적 렌더링 분야에서 다루어져 왔던 만화적 표현 관련 연구들은 극도로 단순화된 쉐이딩 모델을 사용하여 모델의 상세도를 줄이는 방법을 사용하기 때문에 반사 효과와 같은 상세함을 표현하기에는 부족하다. 본 논문에서는 물체의 반사 영역을 만화적으로 표현하는 새로운 비사실적 렌더링 기법을 제안한다. 물체의 국소 반사 모델(local reflection model)을 사용하여 물체의 모든 정점에 대한 빛의 세기를 계산한 후, 반사 영역을 추출한다. 해당 반사 영역에 만화적으로 패턴화된 텍스처를 투영하여 반사 영역을 만화적인 느낌으로 표현한다. 본 논문에서 제시하는 결과는 국소 반사 모델의 계산을 사용하고 투영 텍스처(projective texture)를 이용하는 모델 공간(object space)의 계산으로, 오늘날 보편화되고 있는 그래픽 하드웨어의 가속 성능을 최대로 사용할 수 있는 장점이 있다. 따라서 본 논문의 연구결과는 실시간성이 매우 중요한 게임 등의 분야에서 만화적인 렌더링 기법을 적용하는데 사용할 수 있다.

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Users Defined Shading Method in Mobile Devices for Artistic Expressions (모바일 기기에서의 회화적 표현을 위한 사용자 정의 쉐이딩)

  • Jang Hyun-Ho;Jeon Jae-Woong;Hyun Chang-Won;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.112-114
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    • 2006
  • 기존의 컴퓨터 그래픽이 추구하던 사실적 모사와는 다른 비사실적 기법(Non-Photorealistic Rendering)을 3차원 그래픽에 적용함으로써 사용자에게 보다 원활한 커뮤니케이션을 제공할 수 있게 되었다. 이러한 NPR 기법 중 카툰 렌더링은 사용자에게 친숙한 환경을 제시함으로써 수용자가 관련 컨텐츠에 집중을 할 수 있도록 해 많은 분야에서 사용되고 있는 실정이다. 특히 NPR 기법을 최근 증가하고 있는 모바일 컨텐츠에 적용하는 연구들도 활발히 진행되고 있다. 그러나 기존 모바일 연구에서의 연구는 전처리를 위한 카툰 렌더링 처리 정도 밖에 없었다. 본 논문은 모바일 기기에서의 사용자 정의에 의한 쉐이딩 기법 구현을 위해, 모바일 NPR 전처리 파일 대체 기법과 음영 단계를 위한 역학적 기법을 제안한다. 이 기법을 사용함으로써 사용자는 자신의 선호도에 따라 3D 모델을 보다 예술적으로 표현할 수 있어 다양한 모바일 분야에 적용이 가능하게 된다.

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Color-based Stippling for Non-Photorealistic Rendering (비사실적 렌더링 (NPR)을 위한 컬러기반 점묘화 기법)

  • Jang Seok;Hong Hyun-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.128-136
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    • 2006
  • The stippling techniques, which represent objects with numerous points using pen and ink. The previous stippling techniques for Non-Photorsealistc Rendering(NPR) use single-colored points to represent the tone of gray image ur the material of surface. This paper presents a new stippling technique with various colored points based on the analysis of color information. By using the color information of the input image on HSV model, we define the color weight function that allows to determine automatically the number and size of points. The color jittering based on Munsell's color model can generate stippling drawings using various colored points to represent the image. Our color stippling method is expected to be used in many areas such as animation, digital art, video processing and CG tool.

A Simple and Fast Algorithm for Real-time Pencil Strokes (간단하고 빠른 실시간 연필 스트로크 알고리즘)

  • Choi Sung-Wook
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.344-353
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    • 2006
  • In this paper, we present a new algorithm which imitate real pencil strokes. The purpose of research on NPR(Non-Photorealistic Rendering) is simulating automatically manmade artistic expressions such as pen-and-ink illustrations, watercolor paintings, pencil sketches and pastel drawings with computers. Recently, there has been a great deal of research works on NPR. One of them is researching in pencil illustration methods for NPR, and a lot of researchers have investigated into the LIC(Linear Integral Convolution) techniques which would change the initial images into the output images by directional vector field images for generating effects of pencil. However, the LIC techniques can not be applied to real-time drawing tools because they are post processing techniques. This paper presents a real-time pencil strokes algorithm which is based on an observation of how pencils(from 6B to 6H) draw lines. Although this algorithm using some pencil variables and noise generation is simple, it is fast and also can draw real-time pencil strokes similar to real manmade pencil strokes in a GUI drawing tool.