Curtis Sean E - McGill University
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Transcript Curtis Sean E - McGill University
Computer-Generated Watercolor
Cassidy J. Curtis
Kurt W. Fleischer
Sean E. Anderson
David H. Salesin
Irwin Chiu Hau
Computer Science
McGill University
Winter 2004
Comp 767: Advanced Topics in Graphics
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Introduction
What is watercolor painting?
Computer generated watercolor as a
non-photorealistic rendering
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Properties of Watercolor
Watercolor materials
Watercolor
paper
Pigment
Binder
Surfactant
Watercolor effects
Watercolor Paper
Typically
not made of wood pulp
But
from linen or cotton rags
pounded into small fibers
Extremely absorbent to liquids
Filled
with sizing usually made of
cellulose
Source: misterart.com
Slows down the rate of water
absorption and diffusion
Pigment
• A pigment is a solid material in
the form of small, separate
particles (ranging from 0.05 to
0.5 microns)
• Pigments vary in density
Source: misterart.com
Binder and Surfactant
Binder
Adsorption
Enables
the pigment
to adhere to the paper
Surfactant
Allows water to soak
into sized paper
Binder
Source: Jerry’s ARTARAMA
Properties of watercolor
Watercolor materials
Watercolor effects
Dry-brush
effects
Edge darkening
Intentional backruns
Granulation and Separation
Flow Patterns
Glazing
Dry-brush Effects
Techniques
Effects
Source: Computer Generated Watercolor
Dry brush that is
almost dried
Applied at a proper
angle
Irregular gaps
Ragged edges
Edge Darkening
Techniques
Effect
Source: Computer Generated Watercolor
Wet-on-dry brushstroke
Darken edges
Intentional Backruns
Occurs
when
A puddle of water spread
back into a damp region of
paint
A wash brush dries unevenly
The water tends to push
pigment along as it spreads
Effect
Source:
Computer Generated Watercolor
Complex branching shapes
Severely darkened edges
Granulation and Separation of Pigments
Granulation
of pigments
Yields a kind of grainy textures
Varies from pigment to pigment
Strongest when paper is very
wet
Separation
Refers to splitting of colors
Occurs when denser pigments
settle earlier than lighter ones
Source:
Computer Generated Watercolor
of pigment
Flow Patterns
In
wet-in-wet painting
wet surface allows the
brushstrokes to spread freely
Effects
Source:
Computer Generated Watercolor
Soft, feathery shapes
Glazing
Techniques
Adding very thin, pale layers,
or washes, of watercolor, one
over another
Different pigments are not
mixed physically, but optically
Effects
Source:
Computer Generated Watercolor
luminous
glowing from within
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Computer-Generated Watercolor
Real watercolor effects
Simulated watercolor effects
Source: Computer Generated Watercolor
Implementation
Paper generation
Data structure
Fluid simulation
Optical compositing
Paper Generation
Use a simple model
texture is modeled as a height field h
and a fluid capacity field c
Paper
h is pseudo-randomly generated , 0 < h < 1
c = h * (cmax – cmin ) + cmin
Example paper textures
Source: Computer Generated Watercolor
Data Structure
A complete painting consists of
Ordered
set of washes over a sheet of paper
Each wash may contain
Various
pigments in varying quantities over
different parts of the image
We store these quantities in
A
data structure called a ‘glaze’
Glaze
Each glaze is created
by running a fluid simulation
Inputs:
Properties of pigments, paper, watercolor
medium
Wet-area mask
Once the glazes are computed
They are optically composited using the
Kubelka-Munk color model
The Fluid Simulation
Each wash simulated using a three-layer model
Source: Computer Generated Watercolor
The Fluid Simulation
Main loop
proc MainLoop
for each time step do:
MoveWater
MovePigment
TransferPigment
SimulateCapillaryFlow
end for
end proc
The Fluid Simulation
Cellular Automaton
Definition from Mathworld.com
A
cellular automaton is a collection of "colored"
cells on a grid of specified shape that evolves
through a number of discrete time steps
according to a set of rules based on the states
of neighboring cells
Game of Life
Source: Mathworld.com
Move Water
proc MoveWater(M, u, v, p):
UpdateVelocities(M, u, v, p)
RelaxDivergence(M, u, v, p)
FlowOutward(M, p)
end proc
M : wet-area mask
u, v : velocity
p : water pressure
edge darkening
Move Pigment
Pigments move within the shallow-water layer as
specified by the velocity field u, v
Pigment from each cell are distributed to its
neighbors at the rate of fluid movement out of
the cell
Transfer Pigment
Pigment adsorption and desorption
proc TransferPigment(g 1, . . . ,g n,d 1, . . . ,d n ):
for each pigment k do
g, d : pigment concentrations
for all cells (i, j) do
…
Source: Computer Generated Watercolor
Simulate Capillary Flow
Diffusing water through the capillary layer
proc SimulateCapillaryFlow(s, M ):
for each pigment k do
for all cells (i, j) do
…
s : water saturation
of the paper
dry-brush effects
backruns
Source: Computer Generated Watercolor
The Fluid Simulation
Main loop
initial velocity
initial wet-area mask
initial water saturation of the paper
initial water pressure
proc MainLoop(M, u, v, p, g 1, … , g n, d 1, … , d n, s ):
for each time step do:
initial pigment concentrations
MoveWater(M, u, v, p)
MovePigment(M, u, v, g 1, … , g n)
TransferPigment(g 1, … , g n, d 1, … , d n)
SimulateCapillaryFlow(M, s)
end for
end proc
Optical compositing
Rendering the pigmented layers
Use
the Kubelka-Munk (KM) model to
perform the optical compositing of glazing
layers
Source: Computer Generated Watercolor
Kubelka-Munk (KM) Model
Comes from KM Theory
Tells us how to
specify
the optical properties of pigments
optically composite pigments
optically composite layers
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Applications
Interactive painting with watercolors
Automatic image “watercolorization”
Non-photorealistic rendering of 3D models
Interactive Painting
User creates
Glazes
User adjusts
Brush
sizes
Pigments
Wet-mask area
Physical
parameters
Source: Computer Generated Watercolor
Automatic image “watercolorization”
“Automatically” convert a color image into
a watercolor illustration
Is done in two steps
Color
separation
Brushstroke planning
Color Separation
Color Separation Process
Source: Computer Generated Watercolor
Brushstroke Planning
Painter control the concentration and the flow of
pigment in a wash
Too much pigment
Lack of pigment
Add a pigmented wash
Thins them by adding water
Brushstroke Planning
Source: Computer Generated Watercolor
Automatic image “watercolorization”
Original image
An automatic watercolorization
Source: Computer Generated Watercolor
Steps for Rendering
Source: Computer Generated Watercolor
Non-photorealistic rendering of
3D models
Given a 3D geometric scene, we
automatically generate mattes isolating
each object
These mattes are used as input to the
watercolorization process
The user specifies the pigment choices
and brushstroke planning
Non-Photorealistic Animation
3D Scene
Detail of one frame
Several frames from a non-photorealistic animation of moving clouds
Source: Computer Generated Watercolor
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Future Work
Other effects
Automatic rendering
Generalization
Animation Issues
Overview
Introduction
Properties of watercolor
Computer-generated watercolor
Applications
Future work
Conclusion
Conclusion
That’s all about
Computer Generated Watercolor
Questions ???
Discussions ???
References
Cassidy J. Curtis, Sean E. Anderson,
Kurt W. Fleischer and David H. Salesin.
Computer-Generated Watercolor
Images
www.misterart.com
www.jerrysartarama.com