Dynamic Stylized Shading Primitives
Venue
Proc. Symposium on NonPhotorealistic Animation and Rendering (NPAR 2011), ACM
Publication Year
2011
Authors
David Vanderhaeghe, Romain Vergne, Pascal Barla, William Baxter
BibTeX
Abstract
Shading appearance in illustrations, comics and graphic novels is designed to
convey illumination, material and surface shape characteristics at once. Moreover,
shading may vary depending on different configurations of surface distance,
lighting, character expressions, timing of the action, to articulate storytelling
or draw attention to a part of an object. In this paper, we present a method that
imitates such expressive stylized shading techniques in dynamic 3D scenes, and
which offers a simple and flexible means for artists to design and tweak the
shading appearance and its dynamic behavior. The key contribution of our approach
is to seamlessly vary appearance by using a combination of shading primitives that
take into account lighting direction, material characteristics and surface
features. We demonstrate their flexibility in a number of scenarios: minimal
shading, comics or cartoon rendering, glossy and anisotropic material effects;
including a variety of dynamic variations based on orientation, timing or depth.
Our prototype implementation combines shading primitives with a layered approach
and runs in real-time on the GPU
