Computer Generated Watercolor
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Transcript of Computer Generated Watercolor
Computer Generated Watercolor
Curtis, Anderson, Seims, Fleisher, Salesin
SIGGRAPH 1997
Presented byYann SEMET
Universite of Illinois at Urbana ChampaignUniversite de Technologie de Compiegne
Background
NPR Purpose : aesthetic rather than
technical Artificial art ?
Harold Cohen – 80’s
Haeberli - 1990
Meier - 1995
Litwinowicz - 1997
Hertzmann – 1998, 2001
Gooch - 2001
Today : Curtis et al. - 1997
Overview Particularities of Watercolor Computer simulation
Fluid simulation Kubelka-Munk rendering
Applications Discussion
Like no other medium
Beautiful textures and patterns Reveals the motion of water Luminous, glowing
Blake (1757-1827)
Turner (1775-1851)
Constable (1776-1837)
Cezanne (1839-1906)
Kandinski (1866-1944)
Klee (1879-1940)
Carter (1955-)
Watercolor materials
Paper Pigments
Watercolor effects
a) Dry brushb) Edge darkeningc) Back runs
d) Granulatione) Flowf) Glazing
Simulation..
Fluid simulation I 3 layers :
Fluid simulation II Parameters of the simulation :
Wet-area mask : M Velocities : u,v Pressure : p Concentration : gk
Height of paper : h Physical properties : density, staining
power, granularity, etc. Fluid properties : saturation, capacity, etc.
Paper simulation Supposedly : shape of every fiber
matters A simpler model : a height field Generation : Perlin’s noise and
Worley’s cellular textures
Main loop For each time step
Move Water Update velocities Relax Divergence Flow Outward
Move Pigment Transfer Pigment Simulate Capillary Flow
Conditions for realism Flow must be constrained so water
remains within M Surplus of water causes flow outward Flow must be damped to minimize
oscillating waves Flow is perturbed by texture of paper Local changes have global effects Outward flow to darken edges
Rendering : Kubelka-Munk For each pigment, 2 coeff. Per RGB
layer : K : absorbtion S : scattering
Supposedly : K and S are measured Here : user provides Rw and Rb
Types of paints Opaque (e.g. Indian Red) Transparent (e.g. Quinacridone
Rose) Interference (e.g. Interference
Lilac) Different hues (e.g. Hansa Yellow)
Optical compositing Compute R and T :
Then compose :
Weight relatively to relative thicknesses
Discussion of the KM model Assumptions partially satisfied :
Identical refractive indices Random orientation of pigments Diffuse illumination 1 wavelength at a time No chemical interaction
Works surprisingly well ! OK, because we’re looking for
appearance, not actual modeling
Application I Interactive painting :
Application II Watercolorization :
Application III 3D models :
Future work
Other effects Automatic rendering Generalization Animation
Summary
A particular painting technique A physically based simulation
Fluid motion Optical compositing
Application and results
Conclusion and discussion
Efficiency issues and long term interest
Border between art, physics and computer science