An image-based method for animated stroke rendering

An image-based method for animated stroke rendering This paper presents an image-space stroke rendering algorithm that provides temporally coherent placement of lines at particles that are moving with object surfaces. We generate particles in image space and move them according to an image-space velocity field. Consistent image-space density is achieved by a deterministic rejection-based algorithm that uses low-discrepancy series to filter out overpopulated areas and to fill in underpopulated regions. Our line stabilization method can solve the temporal continuity problems of image-space techniques. The multi-pass algorithm is implemented entirely on the GPU using geometry shaders and vertex transform feedback. Our method provides high-quality results and is implemented as an interactive post processing step. We also provide a wide toolset for artists to control the final rendering style and extended the method to process real-life RGBZ footage. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png The Visual Computer Springer Journals

An image-based method for animated stroke rendering

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Publisher
Springer Berlin Heidelberg
Copyright
Copyright © 2018 by Springer-Verlag GmbH Germany, part of Springer Nature
Subject
Computer Science; Computer Graphics; Computer Science, general; Artificial Intelligence (incl. Robotics); Image Processing and Computer Vision
ISSN
0178-2789
eISSN
1432-2315
D.O.I.
10.1007/s00371-018-1531-9
Publisher site
See Article on Publisher Site

Abstract

This paper presents an image-space stroke rendering algorithm that provides temporally coherent placement of lines at particles that are moving with object surfaces. We generate particles in image space and move them according to an image-space velocity field. Consistent image-space density is achieved by a deterministic rejection-based algorithm that uses low-discrepancy series to filter out overpopulated areas and to fill in underpopulated regions. Our line stabilization method can solve the temporal continuity problems of image-space techniques. The multi-pass algorithm is implemented entirely on the GPU using geometry shaders and vertex transform feedback. Our method provides high-quality results and is implemented as an interactive post processing step. We also provide a wide toolset for artists to control the final rendering style and extended the method to process real-life RGBZ footage.

Journal

The Visual ComputerSpringer Journals

Published: May 8, 2018

References

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