Research

Synthesized smearing and smudging

RealBrush: Painting with Examples of Physical Media

Jingwan Lu, Connelly Barnes, Stephen DiVerdi, Adam Finkelstein

To appear in Siggraph 2013

Paper : [PDF], Video : [MP4],
Dataset(214MB) : [zip], Readme, Project Page

    

Conventional digital painting systems rely on procedural rules and physical simulation to render paint strokes. We present an interactive, data-driven painting system that uses scanned images of real natural media to synthesize both new strokes and complex stroke interactions, obviating the need for physical simulation. First, users capture images of real media, including examples of isolated strokes, pairs of overlapping strokes, and smudged strokes. Online, the user inputs an arbitrary new stroke path, and our system synthesizes the 2D texture appearance of the stroke, together with optional smearing or smudging behaviors when strokes overlap. We demonstrate high-fidelity paintings that closely resemble the style of the captured media, and also quantitatively evaluate the fidelity of our rendering methods via user studies.

 
Stroke Stylization result. Left column: input. Right Column: stylized strokes

HelpingHand: Example-based Stroke Stylization

Jingwan Lu, Fisher Yu, Adam Finkelstein, Stephen DiVerdi

ACM Transactions on Graphics (SIGGRAPH), August 2012

Paper : [PDF], Video : [MP4], Siggraph Talk : [MP4],
Executable : [ZIP] (Mac & Windows 4.6MB), Dataset : [ZIP], Readme

 

Digital painters commonly use a tablet and stylus to drive software like Adobe Photoshop. A high quality stylus with 6 degrees of freedom (DOFs: 2D position, pressure, 2D tilt, and 1D rotation) coupled to a virtual brush simulation engine allows skilled users to produce expressive strokes in their own style. However, such devices are difficult for novices to control, and many people draw with less expensive (lower DOF) input devices. This paper presents a data-driven approach for synthesizing the 6D hand gesture data for users of low-quality input devices. Offline, we collect a library of strokes with 6D data created by trained artists. Online, given a query stroke as a series of 2D positions, we synthesize the 4D hand pose data at each sample based on samples from the library that locally match the query. This framework optionally can also modify the stroke trajectory to match characteristic shapes in the style of the library. Our algorithm outputs a 6D trajectory that can be fed into any virtual brush stroke engine to make expressive strokes for novices or users of limited hardware..

 
Stylization Result

Active Strokes: Coherent Line Stylization for Animated 3D Models

Pierre Benard, Jingwan Lu, Forrester Cole, Adam Finkelstein, Joelle Thollot

Proceedings of the 10th International Symposium on Non-photorealistic Animation and Rendering (NPAR), June 2012.

Paper : [PDF], Video : [MOV]

 

This paper presents a method for creating coherently animated line drawings that include strong abstraction and stylization effects. These effects are achieved with active strokes: 2D contours that approximate and track the lines of an animated 3D scene. Active strokes perform two functions: they connect and smooth unorganized line samples, and they carry coherent parameterization to support stylized rendering. Line samples are approximated and tracked using active contours ("snakes") that automatically update their arrangment and topology to match the animation. Parameterization is maintained by brush paths that follow the snakes but are independent, permitting substantial shape abstraction without compromising fidelity in tracking. This approach renders complex models in a wide range of styles at interactive rates, making it suitable for applications like games and interactive illustrations.

 
VideoRendering

Perceptual Models of Viewpoint Preference

Adrian Secord, Jingwan Lu, Adam Finkelstein, Manish Singh, Andrew Nealen

ACM Transactions on Graphics (TOG), Volume 30 Issue 5, October 2011

Paper : [PDF], Video : [MP4], Executable : [ZIP]

 

The question of what are good views of a 3D object has been addressed by numerous researchers in perception, computer vision, and computer graphics. This has led to a large variety of measures for the goodness of views as well as some special-case viewpoint selection algorithms. In this article, we leverage the results of a large user study to optimize the parameters of a general model for viewpoint goodness, such that the fitted model can predict people's preferred views for a broad range of objects. Our model is represented as a combination of attributes known to be important for view selection, such as projected model area and silhouette length. Moreover, this framework can easily incorporate new attributes in the future, based on the data from our existing study. We demonstrate our combined goodness measure in a number of applications, such as automatically selecting a good set of representative views, optimizing camera orbits to pass through good views and avoid bad views, and trackball controls that gently guide the viewer towards better views.

 
Painterly Rendering

Interactive Painterly Stylization of Images, Videos and 3D Animations

Jingwan Lu, Pedro V. Sander, Adam Finkelstein

Proceedings of Symposium on Interactive 3D Graphics (I3D), February 2010

Paper : [PDF], Video : [WMV], Project Page

 

We introduce a real-time system that converts images, video, or 3D animation sequences to artistic renderings in various painterly styles. The algorithm, which is entirely executed on the GPU, can efficiently process 512^2 resolution frames containing 60,000 individual strokes at over 30 fps. In order to exploit the parallel nature of GPUs, our algorithm determines the placement of strokes entirely from local pixel neighborhood information. The strokes are rendered as point sprites with textures. Temporal coherence is achieved by treating the brush strokes as particles and moving them based on optical flow. Our system renders high quality results while allowing the user interactive control over many stylistic parameters such as stroke size, texture and density.

 
Haptic Interaction with Smoke

A GPU-Based Approach for Real-Time Haptic Rendering of 3D Fluids

Meng Yang, Jingwan Lu, Alla Safonova, Katherine J. Kuchenbecker

SIGGRAPH Asia 2008 sketch
IEEE International Workshop on Haptic Audio-Visual Environments and Games, November 2009

Sketch : [PDF], Paper : [PDF]

 

Real-time haptic rendering of three-dimensional fluid flow will improve the interactivity and realism of video games and surgical simulators, but it remains a challenging undertaking due to its high computational cost. Humans are intensely familiar with the look and feel of real fluids, so successful interactive simulations need to obey the mathematical relationships of fluid dynamics with high spatial resolution and fast temporal response. In this work we propose an innovative GPU-based approach that enables real-time haptic rendering of high-resolution 3D Navier-Stokes fluids. We show that moving the vast majority of the computation to the GPU allows for the simulation of touchable fluids at resolutions and frame rates that are significantly higher than any other recent real-time methods without a need for pre-computations. Based on our proposed approach, we build a haptic and graphic rendering system that allows users to interact with 3D virtual smoke in real time through the Novint Falcon, a commercially-available haptic device.

 

Jingwan Lu @ 2012. All Rights Reserved.

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