Advertisement

Hardware-Accelerated Real-Time Rendering for 3D Sumi-e Painting

  • Shin-Jin Kang
  • Sun-Jeong Kim
  • Chang-Hun Kim
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2669)

Abstract

This paper presents a method for real-time 3D Sumi-e rendering using normal graphics hardware. Sumi-e is one of the traditional oriental painting styles. Most research on Sumi-e paintings has focused on 2D or 2.5D Sumi-e brushwork simulation. On these systems, complicated user’s hand drawing is required to generate the image of Sumi-e effects, and it can render the 2D or 2.5D Sumi-e images only. We present an automated rendering system for 3D image of Sumi-e painting. It uses 3D common object as an input data and does not need any additional input of user brushwork. Especially for the real-time rendering, hardware-accelerated algorithm for Sumi-e rendering is newly suggested in our system. It is designed with efficiency for customer level graphics hardware. The results of this paper show that the features of traditional Sumi-e painting are successfully modeled and that 3D Sumi-e painting is rendered in real-time effectively.

Keywords

Graphic Hardware Brush Stroke Atmospheric Depth Hardware Acceleration Programmable Pipeline 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    W. Heidrich, H.-P. Seidel, Realistic, Hardware-accelerated Shading and Lighting, Proceeding of SIGGRAPH 1999, pp. 171–178.Google Scholar
  2. 2.
    A. Lake, C. Marshall, M. Harris, M. Blackstein, Stylized Rendering Techniques For Scalable Real-Time 3D Animation, Proceedings of NPAR 2000, pp.13–20.Google Scholar
  3. 3.
    J. T. Lee, Diffusion Rendering of Black Ink Painting Using New Paper and Ink Models, Computers & Graphics 25, pp. 295–308.Google Scholar
  4. 4.
    J. Lengyel, E. Praun, A. Finkelstein, H. Hoppe, Real-Time Fur over Arbitrary Surfaces, Symposium on Interactive 3D Graphics 2001, pp. 227–232.Google Scholar
  5. 5.
    A. Majumder, M. Gopi, Hardware Accelerated Real Time Charcoal Rendering, Proceeding of NAPR 2002, pp. 59–66.Google Scholar
  6. 6.
    B. Pham, Expressive Brush Strokes, Graphical Model and Image Processing 53(1), pp. 1–6.Google Scholar
  7. 7.
    E. Praun, H. Hoppe, M. Webb, A. Finkelstein, Real-Time Hatching, Proceeding of SIGGRAPH 2001, pp. 581–586.Google Scholar
  8. 8.
    T. Pudet, Real-Time Fitting of Hand-Sketched Pressure Brush Strokes, Proceeding of Eurographics 1994, pp. 205–220.Google Scholar
  9. 9.
    S. Strassmann, Hairy Brush, Proceeding of SIGGRAPH 1986, pp. 225–232.Google Scholar
  10. 10.
    D. L. Way, Z. C. Shih, The Synthesis of Rock Textures in Chinese Landscape Painting, Computer Graphics Forum Vol. 20 Number 3, pp. C123–C131.Google Scholar
  11. 11.
    M. Webb, E. Praun, A. Finkelstein, H. Hoppe, Fine Tone Control in Hardware Hatching, Proceeding of NPAR 2002, pp. 53–58.Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2003

Authors and Affiliations

  • Shin-Jin Kang
    • 1
  • Sun-Jeong Kim
    • 1
  • Chang-Hun Kim
    • 1
  1. 1.Department of Computer Science and EngineeringKorea UniversitySeoulKorea

Personalised recommendations