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Section: New Results

Rendering, Visualization and Illustration

Example-Based Expressive Animation of 2D Rigid Bodies [12]

Figure 11. Given a set of frames FS coming from reference 2D rigid body source animations, corresponding hand-animated exemplars E, and a new target animation FT, the synthesis algorithm relates physical parameters in FS and FT to produce the output stylized sequence FO that resembles FE.
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We have presented [12] a novel approach to facilitate the creation of stylized 2D rigid body animations. Our approach can handle multiple rigid objects following complex physically-simulated trajectories with collisions, while retaining a unique artistic style directly specified by the user. Starting with an existing target animation (e.g., produced by a physical simulation engine) an artist interactively draws over a sparse set of frames, and the desired appearance and motion stylization is automatically propagated to the rest of the sequence (fig. 11). The stylization process may also be performed in an off-line batch process from a small set of drawn sequences. To achieve these goals, we combine parametric deformation synthesis that generalizes and reuses hand-drawn exemplars, with non-parametric techniques that enhance the hand-drawn appearance of the synthesized sequence. We demonstrate the potential of our method on various complex rigid body animations which are created with an expressive hand-drawn look using notably less manual interventions as compared to traditional techniques.

Edge- and Substrate-based Effects for Watercolor Stylization [20], [22]

Figure 12. Our methods allow new and improved edge- and substrate-based effects for watercolor stylization: edge darkening (red), gaps (blue), overlaps (green) and dry-brush (yellow). Still Life, model by Dylan Sisson ©Pixar Animation Studios.
IMG/watercolor.png

We investigated [20] characteristic edge-and substrate-based effects for watercolor stylization. These two fundamental elements of painted art play a significant role in traditional watercolors and highly influence the pigment's behavior and application. Yet a detailed consideration of these specific elements for the stylization of 3D scenes has not been attempted before. Through this investigation, we contributed to the field by presenting ways to emulate two novel effects: dry-brush and gaps & overlaps. By doing so, we also found ways to improve upon well-studied watercolor effects such as edge-darkening and substrate granulation. Finally, we integrated controllable external lighting influences over the watercolorized result, together with other previously researched watercolor effects. These effects are combined through a direct stylization pipeline [22] to produce sophisticated watercolor imagery (fig. 12), which retains spatial coherence in object-space and is locally controllable in real-time.

Specular Motion and 3D Shape Estimation [13]

Dynamic visual information facilitates three-dimensional shape recognition. It is still unclear, however, whether the motion information generated by moving specularities across a surface is congruent to that available from optic flow produced by a matte-textured shape. Whereas the latter is directly linked to the first-order properties of the shape and its motion relative to the observer, the specular flow, the image flow generated by a specular object, is less sensitive to the object's motion and is tightly related to second-order properties of the shape. We therefore hypothesize [13] that the perceived bumpiness (a perceptual attribute related to curvature magnitude) is more stable to changes in the type of motion in specular objects compared with their matte-textured counterparts. Results from two two-interval forced-choice experiments in which observers judged the perceived bumpiness of perturbed spherelike objects support this idea and provide an additional layer of evidence for the capacity of the visual system to exploit image information for shape inference.

The Perception of Hazy Gloss [16]

Most previous work on gloss perception has examined the strength and sharpness of specular reflections in simple bidirectional reflectance distribution functions (BRDFs) having a single specular component. However, BRDFs can be substantially more complex and it is interesting to ask how many additional perceptual dimensions there could be in the visual representation of surface reflectance qualities. To address this, we tested [16] materials with two specular components that elicit an impression of hazy gloss. Stimuli were renderings of irregularly shaped objects under environment illumination, with either a single specular BRDF component, or two such components, with the same total specular reflectance but different sharpness parameters, yielding both sharp and blurry highlights simultaneously. Differently shaped objects were presented side by side in matching, discrimination, and rating tasks. Our results show that observers mainly attend to the sharpest reflections in matching tasks, but they can indeed discriminate between single-component and two-component specular materials in discrimination and rating tasks. The results reveal an additional perceptual dimension of gloss—beyond strength and sharpness—akin to “haze gloss”. However, neither the physical measurements of Hunter and Harold nor the kurtosis of the specular term predict perception in our tasks. We suggest the visual system may use a decomposition of specular reflections in the perception of hazy gloss, and we compare two possible candidates: a physical representation made of two gloss components, and an alternative representation made of a central gloss component and a surrounding halo component.