Query: Real time 3d painting

title: Using Real Time 3D Rendering to Improve Graphic Novel Production Efficiencies
abstract: The main visual device used in a comic book or graphic novel is a sequential array of images. As a visual communicative device, sequential art has a long history; we see it in ancient Egyptian pictographs, comic strips in newspapers, and most recently the digitally produced graphic novel. The evolution of technologies and methods employed by the comic artist has had a substantial effect on artistic possibilities and style in the medium. This paper presents a new method of producing a graphic novel and a new style. It describes how modern 3D tools and assets, real time rendering technologies, photo referencing, and digital painting techniques, are used to produce a photorealistic art style. It outlines the key benefits of this method, including its ability to overcome current creative limitations, and proposes solutions to challenges introduced in this form of comic production. Finally, it provides an argument for how this workflow may be more efficient than previous methods in conveying a visual narrative.

title: Art Directed Shader for Real Time Rendering Interactive 3D Painting
abstract: In this work, I develop an approach to includeGlobal Illumination (GI) effects in nonphotorealistic real time rendering; real time rendering is one of the main areas of focus in the gaming industry and the booming virtual reality(VR) and augmented reality(AR) industries. My approach is based on adapting the Barycentric shader to create a wide variety of painting effects. This shader helps achieve the look of a 2D painting in an interactively rendered 3D scene. The shader accommodates robust computation to obtain artistic reflection and refraction. My contributions can be summarized as follows: Development of a generalized Barycentric shader that can provide artistic control, integration of this generalized Barycentric shader into an interactive ray tracer, and interactive rendering of a 3D scene that closely represent the reference painting.

title: Ink painting Animation by Geometry Buffer Based Real time 3D Rendering
abstract: We propose a technique using geometry buffers for real time rendering of 3D ink wash paintings. According to the characteristics of hand drawn ink wash paintings, contour lines and coloring area in the ink paintings are stylized by rendering 3D models to 2D texture images. Entire rendering computation is implemented with a GPU for enabling its real time processing on commercially available computers.

title: A virtual 3D interactive painting method for Chinese calligraphy and painting based on real time force feedback technology
abstract: A novel 3D interactive painting method for Chinese calligraphy and painting based on force feedback technology is proposed. The relationship between the force exerted on the brush and the resulting brush deformation is analyzed and a spring mass model is used to build a model of the 3D Chinese brush. The 2D brush footprint between the brush and the plane of the paper or object is calculated according to the deformation of the 3D brush when force is exerted on the 3D brush. Then the 3D brush footprint is obtained by projecting the 2D brush footprint onto the surface of the 3D object in real time, and a complete 3D brushstroke is obtained by superimposing 3D brush footprints along the painting direction. The proposed method has been successfully applied in a virtual 3D interactive drawing system based on force feedback technology. In this system, users can paint 3D brushstrokes in real time with a Phantom Desktop haptic device, which can effectively serve as a virtual reality interface to the simulated painting environment for users.

title: Real time Rendering of 3D Ink wash Painting Based on Geometry Buffers
abstract: We propose a technique using geometry buffers for real time rendering of 3D ink wash paintings. According to the characteristics of hand drawn ink wash paintings, contour lines and coloring area in the ink paintings are stylized by rendering 3D models to 2D texture images. Contour lines are drawn according to curvature of object surfaces. Coloring areas are rendered by alpha blending with stroke textures. Stroke textures are blended at sparsely sampled points for saving computation. Finally, integration of contour lines and colored area yields an ink wash painting image. Entire rendering computation is implemented with a GPU for enabling its real time processing on commercially available computers.

title: Real time Rendering of 3D Animal Models in Chinese Ink Painting Style
abstract: Non photorealistic rendering (NPR) of 3D models in a specific style has been a hot topic of NPR research, and people are working hard in the direction of a more similar rendering style and higher real time performance, Chinese ink painting style is one of them. In general, previous studies of 3D model Chinese ink painting style rendering mainly in two methods: Set up a mathematical model of brushstroke to simulate the pressure and diffuse of brush, which is usually used in interactive painting. Another method is rendering the model in two parts (contour line the interior area) to automatically convert the 3D model into 2D Chinese ink painting style images. Combine with the application scenarios, this paper used the second method. We had improved the traditional algorithm. In the contour line rendering part, freehand style contour line extraction and rendering algorithm are used, and user defined contour line thickness and omission control are added to give the artist more creative space. We use the improved dye shader and noise map in the interior rendering. Our results show a better aesthetics effect and real time character.

title: A study of how Chinese ink painting features can be applied to 3D scenes and models in real time rendering
abstract: Cao, Muning.  Purdue University, May 2016. A Study Of How Chinese Ink Painting Features Can Be Applied To 3D Scenes And Models In Real time Rendering.  Past research findings addressed mature techniques for non photorealistic rendering. However, research findings indicate that there is little information dealing with efficient methods to simulate Chinese ink painting features in rendering 3D scenes. Considering that Chinese ink painting has achieved many worldwide awards, the potential to effectively and automatically develop 3D animations and games in this style indicates a need for the development of appropriate technology for the future market. The goal of this research is about rendering 3D meshes in a Chinese ink painting style which is both appealing and realistic. Specifically, how can the output image appear similar to a hand drawn Chinese ink painting. And how efficient does the rendering pipeline have to be to result in a real time scene. For this study the researcher designed two rendering pipelines for static objects and moving objects in the final scene. The entire rendering process includes interior shading, silhouette extracting, textures integrating, and background rendering. Methodology involved the use of silhouette detection, multiple rendering passes, Gaussian blur for anti aliasing, smooth step functions, and noise

title: Real Time Persistent Mesh Painting with GPU Particle Systems
abstract: Particle systems are used to create visual effects in real time applications such as computer games. However, emitted particles are often transient and do not leave a lasting impact on a 3D scene.

title: Making Japenese Ukiyo e Art 3D in Real Time
abstract: Ukiyo e is a traditional Japanese painting style most commonly printed using wood blocks. Ukiyo e prints feature distinct line work, bright colours, and a non perspective projection. Most previous research on ukiyo e styled computer graphics has been focused on creation of 2D images. In this paper we propose a framework for rendering interactive 3D scenes with ukiyo e style. The rendering techniques use standard 3D models as input and require minimal additional information to automatically render scenes in a ukiyo e style. The described techniques are evaluated based on their ability to emulate ukiyo e prints, performance, and temporal coherence.

title: Real Time 3D Sumi e Painting (sketches_0118)
abstract: This sketch presents a method for real time 3D Sumi e rendering. Sumi e is the one of representative art forms of the Black ink painting in Korea, Japan and China. Most of researches about Sumi e paintings in NPR (Non Photorealistic Rendering) have focused on 2D or 2.5D Sumi e brushwork simulation. We suggest a new automated rendering system for 3D image of Sumi e painting. The followings are three main contributions. First, 3D Sumi e rendering needs new concept of Sumi e painting. We newly model 5 features of Sumi e painting for 3D and suggest rendering algorithms for each ones: Nong dam, Brush Stroke, Bal Muk, Atmospheric Depth Inside Omission and Paper Effect. Second, only an experienced user could generate Sumi e image on previous the 2D drawing system. We present an immediate Sumie drawing system using an arbitrary 3D model as an input data. Third, fast real time rendering should be guaranteed on a 3D game and a VR system. We achieve real time rendering using hardware accelerated rendering algorithms, which is an effective method on the graphics hardware of the customer level. Our system consists of Pentium IV 1.7GHz, 640M RAM, nVIDIA GeForce4 Ti 4400 video card. The 3D model has 14,000 faces can be rendered from 12 to 140 frames per second with various painting styles.