Non-Photorealistic Rendering and Terrain Representation

2006 ◽  
pp. 35-54 ◽  
Author(s):  
Patrick J. Kennelly ◽  
A. Jon Kimerling

In recent years, a branch of computer graphics termed non-photorealistic rendering (NPR) has defined its own niche in the computer graphics community. While photorealistic rendering attempts to render virtual objects into images that cannot be distinguished from a photograph, NPR looks at techniques designed to achieve other ends. Its goals can be as diverse as imitating an artistic style, mimicking a look comparable to images created with specific reproduction techniques, or adding highlights and details to images. In doing so, NPR has overlapped the study of cartography concerned with representing terrain in two ways. First, NPR has formulated several techniques that are similar or identical to antecedent terrain rendering techniques including inclined contours and hachures. Second, NPR efforts to highlight or add information in renderings often focus on the use of innovative and meaningful combinations of visual variables such as orientation and color. Such efforts are similar to recent terrain rendering research focused on methods to symbolize disparate areas of slope and aspect on shaded terrain representations. We compare these fields of study in an effort to increase awareness and foster collaboration between researchers with similar interests.

2021 ◽  
Vol 21 (1) ◽  
pp. 15-29
Author(s):  
Lidiane Pereira ◽  
Wellingston C. Roberti Junior ◽  
Rodrigo L. S. Silva

In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.


2019 ◽  
Vol 1 ◽  
pp. 1-2 ◽  
Author(s):  
Patrick Kennelly ◽  
Tom Patterson ◽  
Alexander Tait ◽  
Bernhard Jenny ◽  
Daniel Huffman ◽  
...  

<p><strong>Abstract.</strong> Standard Elevation Models</p><p>We propose the use of standard elevation models to evaluate and compare the quality of various relief shading and other terrain rendering techniques. These datasets will cover various landforms, be available at no cost to the user, and be free of common data imperfections such as missing data values, resampling artifacts, and seams. Datasets will be available at multiple map scales over the same geographic area for multi-scale analysis.</p>


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Riyad Al-Rousan ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand ◽  
Hasan Alhajhamad

Due to increasing demands of artistic style with Interactive Rate, we propose this review paper as a starting point for any person interested in researching of interactive non-photorealistic rendering. As a simple yet effective means of visual communication, interactive non-photorealistic rendering generates images that are closer to human-drawn than are created by traditional computer graphics techniques with more expressing meaningful visual information. This paper presents taxonomy of interactive non-photorealistic rendering techniques which developed over the past two decades, structured according to the design characteristics and behavior of each technique. Also, it covers the most important algorithms in interactive stylized shade and line drawing, and separately discussing their advantages and disadvantages.  The review then concludes with a discussion of the main issues and technical challenges for Interactive Non-Photorealistic Rendering techniques. In addition, this paper discusses the effect of modified phong shading model in order to create toon shading appearance.


2001 ◽  
Vol 10 (6) ◽  
pp. 613-631 ◽  
Author(s):  
Oliver Bimber ◽  
L. Miguel Encarnação ◽  
Pedro Branco

A prototype of an optical extension for table-like rear-projection systems is described. A large, half-silvered mirror beam splitter is used as the optical combiner to unify a virtual and a real workbench. The virtual workbench has been enabled to display computer graphics beyond its projection boundaries and to combine virtual environments with the adjacent real world. A variety of techniques are described and referred to that allow indirect interaction with virtual objects through the mirror. Furthermore, the optical distortion that is caused by the half-silvered mirror combiner is analyzed, and techniques are presented to compensate for this distortion.


2014 ◽  
Vol 2014 ◽  
pp. 1-8
Author(s):  
Won-Sun Lee ◽  
Seung-Do Kim ◽  
Seongah Chin

Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.


Author(s):  
Xianwei Zheng ◽  
Hanjiang Xiong ◽  
Jianya Gong ◽  
Linwei Yue

The integration and visualization of geospatial data on a virtual globe play an significant role in understanding and analysis of the Earth surface processes. However, the current virtual globes always sacrifice the accuracy to ensure the efficiency for global data processing and visualization, which devalue their functionality for scientific applications. In this article, we propose a high-accuracy multi-resolution TIN pyramid construction and visualization method for virtual globe. Firstly, we introduce the cartographic principles to formulize the level of detail (LOD) generation so that the TIN model in each layer is controlled with a data quality standard. A maximum z-tolerance algorithm is then used to iteratively construct the multi-resolution TIN pyramid. Moreover, the extracted landscape features are incorporated into each-layer TIN, thus preserving the topological structure of terrain surface at different levels. In the proposed framework, a virtual node (VN)-based approach is developed to seamlessly partition and discretize each triangulation layer into tiles, which can be organized and stored with a global quad-tree index. Finally, the real time out-of-core spherical terrain rendering is realized on a virtual globe system VirtualWorld1.0. The experimental results showed that the proposed method can achieve an high-fidelity terrain representation, while produce a high quality underlying data that satisfies the demand for scientific analysis.


1999 ◽  
Vol 8 (5) ◽  
pp. 477-491 ◽  
Author(s):  
Chih-Hao Ho ◽  
Cagatay Basdogan ◽  
Mandayam A. Srinivasan

Computer haptics, an emerging field of research that is analogous to computer graphics, is concerned with the generation and rendering of haptic virtual objects. In this paper, we propose an efficient haptic rendering method for displaying the feel of 3-D polyhedral objects in virtual environments (VEs). Using this method and a haptic interface device, the users can manually explore and feel the shape and surface details of virtual objects. The main component of our rendering method is the “neighborhood watch” algorithm that takes advantage of precomputed connectivity information for detecting collisions between the end effector of a force-reflecting robot and polyhedral objects in VEs. We use a hierarchical database, multithreading techniques, and efficient search procedures to reduce the computational time such that the haptic servo rate after the first contact is essentially independent of the number of polygons that represent the object. We also propose efficient methods for displaying surface properties of objects such as haptic texture and friction. Our haptic-texturing techniques and friction model can add surface details onto convex or concave 3-D polygonal surfaces. These haptic-rendering techniques can be extended to display dynamics of rigid and deformable objects.


Author(s):  
Xianwei Zheng ◽  
Hanjiang Xiong ◽  
Jianya Gong ◽  
Linwei Yue

The integration and visualization of geospatial data on a virtual globe play an significant role in understanding and analysis of the Earth surface processes. However, the current virtual globes always sacrifice the accuracy to ensure the efficiency for global data processing and visualization, which devalue their functionality for scientific applications. In this article, we propose a high-accuracy multi-resolution TIN pyramid construction and visualization method for virtual globe. Firstly, we introduce the cartographic principles to formulize the level of detail (LOD) generation so that the TIN model in each layer is controlled with a data quality standard. A maximum z-tolerance algorithm is then used to iteratively construct the multi-resolution TIN pyramid. Moreover, the extracted landscape features are incorporated into each-layer TIN, thus preserving the topological structure of terrain surface at different levels. In the proposed framework, a virtual node (VN)-based approach is developed to seamlessly partition and discretize each triangulation layer into tiles, which can be organized and stored with a global quad-tree index. Finally, the real time out-of-core spherical terrain rendering is realized on a virtual globe system VirtualWorld1.0. The experimental results showed that the proposed method can achieve an high-fidelity terrain representation, while produce a high quality underlying data that satisfies the demand for scientific analysis.


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