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Pierre BénardJoëlle ThollotGrenoble Universities / INRIA Rhône-AlpesAres Lagae KatholiekeUniversiteit LeuvenREVES - INRIA Sophia-Antipolis Peter VangorpGeorge DrettakisREVES - INRIA Sophia-AntipolisSylvain LefebvreALICE - INRIA Nancy / Loria A Dynamic Noise Primitive for Coherent Stylization
Stylization of 3D Animations 3D scene  2D appearance 2
Stylization of 3D Animations 3D scene  2D appearance Stylized color regions 2D medium: a pattern Temporal coherence 3 Paint strokes Pencil strokes Paper Watercolor pigments
Hand–made animation « Il pleut bergère », Jérémy Depuydt (2005) 4 PoppingTemporal continuity
Naïve CG solutions 5 Shower-door effect  Coherent Motion Traditional mapping  Flatness
Temporal Coherence Problem Extreme cases  Requirements 6 Flatness Shower-door Popping Coherent motion Temporal continuity Traditional mapping Contradictory requirements: solution  find a compromise
3 goals to ensure at best Additional challenges Flexibility 		 	variety of styles Interactivity 	 	artistic control Evaluation  		 	quality of the trade-off Flatness Coherent motion Temporal continuity 7
Previous Work
Texture-Based methods Object-space ,[object Object]
Perspective distortionFlatness [BBT09] Popping Shower-door Coherent motion Temporal continuity Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09] Traditional mapping 9
Texture-Based methods Object-space Screen-space ,[object Object],Flatness Screen-space texture mapping[CTP*03,CDH06,BSM*07,BNTS07] Popping [CTP*03] Coherent motion Temporal continuity Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09] 10 Shower-door
Few-Primitive methods ,[object Object]
Popping11 or Flatness [Mei96] Few-primitive methods [Mei96,Dan99,HE04,VBTS07] Screen-space texture mapping[CTP*03,CDH06,BSM*07,BNTS07] Popping Coherent motion Temporal continuity Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09]
Few-Primitive methods 12 Vanderhaeghe et al. EGSR 2007
Key Insight Blending a large number of primitives Reduce popping artifacts Individual primitives merge  texture 13
Many-Primitive methods [KC05] Flatness Few-primitive methods [Mei96,Dan99,HE04,VBTS07] Screen-space texture mapping[CTP*03,CDH06,BSM*07,BNTS07] Many-primitive methods[KC05,BKTS06] Coherent motion Temporal continuity 14 Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09]
NPR Gabor Noise
Procedural noises Sparse convolution [Lewis 84,89] Spot Noise [van Wijk 91] Gabor Noise [LLDD09]  Our trade-off: NPR Gabor Noise 16
Gabor Noise [LLDD09] Offers significant spectral control Support anisotropy Is fast to evaluate 17 See “State of the Art in Procedural Noise Functions”, EG 2010 for comparisons with previous work
Gabor Noise [LLDD09] Definition Sum of randomly positioned and weighted kernels 18 Gabor kernel noise random positionsand weights
NPR Gabor Noise Basic principles follow from the goals Flatness ,[object Object]
 Evaluation in 2D screen space19 2D Gabor noise [LLDD09]
NPR Gabor Noise Basic principles follow from the goals Flatness Coherent motion ,[object Object],20 Surface Gabor noise [LLDD09] 2D Gabor noise [LLDD09]
NPR Gabor Noise Basic principles follow from the goals Flatness Coherent motion 21 Surface Gabor noise [LLDD09] NPR Gabor noise 2D Gabor noise [LLDD09]
NPR Gabor Noise Basic principles follow from the goals Flatness Coherent motion Continuity ,[object Object],22 Surface Gabor noise [LLDD09] NPR Gabor noise 2D Gabor noise [LLDD09]
GPU Splatting Algorithm Sample 3D triangles 2D Poisson distribution with constant screen space density PRNG: seed = triangle ID 23 Far ,[object Object]
less pointsClose ,[object Object]
more points,[object Object]
LOD Mechanism Blending scheme using statistical properties Reduce popping Preserve noise appearance 25
Styles
Style Design Standard techniques from procedural texturing and modeling [EMPPW02] Threshold  Smooth step function  X-toon textures [BTM06] Compositing (alpha-blending, overlay) Local control Curvature  noise orientation Shading  noise frequency Interactivefeedback Threshold texture 27
Style Design 28
Results: 29 isotropic as well asanisotropic patterns
30 local variation	according to shading Results:
31 local orientation guided 	  by surface curvature Results:
User Study
User Study: Motivation Evaluate success of various solutions according to Relative importance of these criteria 33 Flatness Coherent motion Temporal continuity
User Study: Setup Methodology 15 naïve subjects, ~ 20-30 minutes Ranking tasks “Rank the images/videos according to … ” 34
User Study: Compared methods 35 Local screen-space Global screen-space Object-space Adv D2D DST ours SD TM Extreme cases
User Study: Flatness Adv D2D DST ours SD TM Simple stimuli 36 Object-space
User Study: Flatness Complex stimuli Adv D2D DST ours SD TM 37
User Study: Flatness “Rank the images according to how flat they appear.” Simple stimuli ,[object Object]
Object-space methods less flatComplex stimuli ,[object Object]
 Many 3D cues  flatness not perceived38
Simple stimuli User Study: Dynamic stimuli 39
Complex stimuli User Study: Dynamic stimuli 40
User Study: Coherent motion “Rank the videos according to how coherently the pattern moves with the object.” Simple stimuli ,[object Object]
Shower-door least coherent
Image-space methods provide a tradeoffComplex stimuli ,[object Object]
Our approach slightly betterthan other image-space methods41
“Rank the videos according to how much the pattern changes over time.” Simple stimuli ,[object Object]
Advection and ours produce more changes
 “swimming” artifactsComplex stimuli ,[object Object]

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A Dynamic Noise Primitive for Coherent Stylization, EGSR 2010

  • 1. Pierre BénardJoëlle ThollotGrenoble Universities / INRIA Rhône-AlpesAres Lagae KatholiekeUniversiteit LeuvenREVES - INRIA Sophia-Antipolis Peter VangorpGeorge DrettakisREVES - INRIA Sophia-AntipolisSylvain LefebvreALICE - INRIA Nancy / Loria A Dynamic Noise Primitive for Coherent Stylization
  • 2. Stylization of 3D Animations 3D scene  2D appearance 2
  • 3. Stylization of 3D Animations 3D scene  2D appearance Stylized color regions 2D medium: a pattern Temporal coherence 3 Paint strokes Pencil strokes Paper Watercolor pigments
  • 4. Hand–made animation « Il pleut bergère », Jérémy Depuydt (2005) 4 PoppingTemporal continuity
  • 5. Naïve CG solutions 5 Shower-door effect  Coherent Motion Traditional mapping  Flatness
  • 6. Temporal Coherence Problem Extreme cases  Requirements 6 Flatness Shower-door Popping Coherent motion Temporal continuity Traditional mapping Contradictory requirements: solution  find a compromise
  • 7. 3 goals to ensure at best Additional challenges Flexibility  variety of styles Interactivity  artistic control Evaluation  quality of the trade-off Flatness Coherent motion Temporal continuity 7
  • 9.
  • 10. Perspective distortionFlatness [BBT09] Popping Shower-door Coherent motion Temporal continuity Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09] Traditional mapping 9
  • 11.
  • 12.
  • 13. Popping11 or Flatness [Mei96] Few-primitive methods [Mei96,Dan99,HE04,VBTS07] Screen-space texture mapping[CTP*03,CDH06,BSM*07,BNTS07] Popping Coherent motion Temporal continuity Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09]
  • 14. Few-Primitive methods 12 Vanderhaeghe et al. EGSR 2007
  • 15. Key Insight Blending a large number of primitives Reduce popping artifacts Individual primitives merge  texture 13
  • 16. Many-Primitive methods [KC05] Flatness Few-primitive methods [Mei96,Dan99,HE04,VBTS07] Screen-space texture mapping[CTP*03,CDH06,BSM*07,BNTS07] Many-primitive methods[KC05,BKTS06] Coherent motion Temporal continuity 14 Object-space texture mapping[KLK*00,PHWF01,FMS01,BBT09]
  • 18. Procedural noises Sparse convolution [Lewis 84,89] Spot Noise [van Wijk 91] Gabor Noise [LLDD09]  Our trade-off: NPR Gabor Noise 16
  • 19. Gabor Noise [LLDD09] Offers significant spectral control Support anisotropy Is fast to evaluate 17 See “State of the Art in Procedural Noise Functions”, EG 2010 for comparisons with previous work
  • 20. Gabor Noise [LLDD09] Definition Sum of randomly positioned and weighted kernels 18 Gabor kernel noise random positionsand weights
  • 21.
  • 22. Evaluation in 2D screen space19 2D Gabor noise [LLDD09]
  • 23.
  • 24. NPR Gabor Noise Basic principles follow from the goals Flatness Coherent motion 21 Surface Gabor noise [LLDD09] NPR Gabor noise 2D Gabor noise [LLDD09]
  • 25.
  • 26.
  • 27.
  • 28.
  • 29. LOD Mechanism Blending scheme using statistical properties Reduce popping Preserve noise appearance 25
  • 31. Style Design Standard techniques from procedural texturing and modeling [EMPPW02] Threshold Smooth step function X-toon textures [BTM06] Compositing (alpha-blending, overlay) Local control Curvature  noise orientation Shading  noise frequency Interactivefeedback Threshold texture 27
  • 33. Results: 29 isotropic as well asanisotropic patterns
  • 34. 30 local variation according to shading Results:
  • 35. 31 local orientation guided by surface curvature Results:
  • 37. User Study: Motivation Evaluate success of various solutions according to Relative importance of these criteria 33 Flatness Coherent motion Temporal continuity
  • 38. User Study: Setup Methodology 15 naïve subjects, ~ 20-30 minutes Ranking tasks “Rank the images/videos according to … ” 34
  • 39. User Study: Compared methods 35 Local screen-space Global screen-space Object-space Adv D2D DST ours SD TM Extreme cases
  • 40. User Study: Flatness Adv D2D DST ours SD TM Simple stimuli 36 Object-space
  • 41. User Study: Flatness Complex stimuli Adv D2D DST ours SD TM 37
  • 42.
  • 43.
  • 44. Many 3D cues  flatness not perceived38
  • 45. Simple stimuli User Study: Dynamic stimuli 39
  • 46. Complex stimuli User Study: Dynamic stimuli 40
  • 47.
  • 49.
  • 50. Our approach slightly betterthan other image-space methods41
  • 51.
  • 52. Advection and ours produce more changes
  • 53.
  • 54. Others perceived equallyUser Study: Temporal continuity 42
  • 55.
  • 57.
  • 59.
  • 60. Flatness hard to see in complex scenes
  • 61. Motion coherence predominant criteriaIntrinsic limitations Hatching  other styles Naïve users  professional artists Objective metric Statistical texture measures [BTS09] Optical flow analysis 46
  • 62.
  • 63.
  • 65.
  • 66. User Study: Flatness “Rank the images according to how flat they appear.” Simple stimuli Complex stimuli less flat more flat less flat more flat 50 50
  • 67. User Study: Coherent motion “Rank the videos according to how coherently the pattern moves with the object.” Simple stimuli Complex stimuli Object-space translate: rotate: zoom: more coherent less coherent less coherent more coherent 51
  • 68. “Rank the videos according to how much the pattern changes over time.” Simple stimuli Complex stimuli User Study: Temporal continuity translate: rotate: zoom: more change less change more change less change 52 52
  • 69. User Study: Pleasantness “Rank the videos according to how pleasant you find them in the context of cartoon animation.” Complex stimuli Object-space less pleasant more pleasant 80 53

Editor's Notes

  1. In complement to our analysis of previous work on the triangle of requirements, we would like to evaluate how final viewers actually perceive these tradeoffs. We believe that such study can provide significant insight into how well previous solutions, including ours, perform for each goal: flatness: how much is the pattern perceived as produced in 2D coherent motion: how closely is the pattern following the 3D motion of the scene and temporal continuity: how much does the pattern change over timeBesides, this study may give an indication of the relative importance of these criteria. That is if the choice of an equilateral triangle is meaningful.
  2. The results for motion coherence and pleasantness exhibits least variance and are strongly correlated.This indicates that motion coherence is probably the most important quality to preserve in the overall temporal coherence compromise.Both Dynamic Solid Textures and our method perform well on the motion coherence scale: the first one trades off better temporal continuity, whereas ours trades off better flatness.