Computer Generated Watercolor

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Computer Generated Watercolor Curtis, Anderson, Seims, Fleisher, Salesin SIGGRAPH 1997 Presented by Yann SEMET Universite of Illinois at Urbana Champaign Universite de Technologie de Compiegne

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Computer Generated Watercolor. Curtis, Anderson, Seims, Fleisher, Salesin SIGGRAPH 1997. Presented by Yann SEMET Universite of Illinois at Urbana Champaign Universite de Technologie de Compiegne. Background. NPR Purpose : aesthetic rather than technical Artificial art ?. - PowerPoint PPT Presentation

Transcript of Computer Generated Watercolor

Page 1: 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

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Background

NPR Purpose : aesthetic rather than

technical Artificial art ?

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Harold Cohen – 80’s

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Haeberli - 1990

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Meier - 1995

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Litwinowicz - 1997

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Hertzmann – 1998, 2001

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Gooch - 2001

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Today : Curtis et al. - 1997

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Overview Particularities of Watercolor Computer simulation

Fluid simulation Kubelka-Munk rendering

Applications Discussion

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Like no other medium

Beautiful textures and patterns Reveals the motion of water Luminous, glowing

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Blake (1757-1827)

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Turner (1775-1851)

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Constable (1776-1837)

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Cezanne (1839-1906)

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Kandinski (1866-1944)

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Klee (1879-1940)

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Carter (1955-)

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Watercolor materials

Paper Pigments

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Watercolor effects

a) Dry brushb) Edge darkeningc) Back runs

d) Granulatione) Flowf) Glazing

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Simulation..

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Fluid simulation I 3 layers :

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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.

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Paper simulation Supposedly : shape of every fiber

matters A simpler model : a height field Generation : Perlin’s noise and

Worley’s cellular textures

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Main loop For each time step

Move Water Update velocities Relax Divergence Flow Outward

Move Pigment Transfer Pigment Simulate Capillary Flow

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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

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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

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Types of paints Opaque (e.g. Indian Red) Transparent (e.g. Quinacridone

Rose) Interference (e.g. Interference

Lilac) Different hues (e.g. Hansa Yellow)

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Optical compositing Compute R and T :

Then compose :

Weight relatively to relative thicknesses

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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

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Application I Interactive painting :

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Application II Watercolorization :

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Application III 3D models :

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Future work

Other effects Automatic rendering Generalization Animation

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Summary

A particular painting technique A physically based simulation

Fluid motion Optical compositing

Application and results

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Conclusion and discussion

Efficiency issues and long term interest

Border between art, physics and computer science