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Stylized shading
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming




                            Jelly Sunday (2009)
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming




                            Jelly Sunday (2009)
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming




                            Jelly Sunday (2009)
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming




                            Jelly Sunday (2009)
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 2D drawing tools:
     Accurate control over stylized appearance
    Χ Skill-demanding and time-consuming
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 3D graphics tools:
     Setup lighting and reuse through whole sequence
    Χ Existing styles are limited & difficult to control
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 3D graphics tools:
     Setup lighting and reuse through whole sequence
    Χ Existing styles are limited & difficult to control




                        « Meet Buck » rendering process
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 3D graphics tools:
     Setup lighting and reuse through whole sequence
    Χ Existing styles are limited & difficult to control




                        « Meet Buck » rendering process
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 3D graphics tools:
     Setup lighting and reuse through whole sequence
    Χ Existing styles are limited & difficult to control




                        « Meet Buck » rendering process
Motivation

  Computer-assisted stylized shading
     Convey lighting, material and shape at once!
     More legible, more iconic, more personal…

  Using 3D graphics tools:
     Setup lighting and reuse through whole sequence
    Χ Existing styles are limited & difficult to control




                        « Meet Buck » rendering process
Research challenges

  Quite diverse goals:
     Assist in the drawing of smooth-shaded images
     Provide control over 3D stylized shading
Research challenges

  Quite diverse goals:
     Assist in the drawing of smooth-shaded images
     Provide control over 3D stylized shading


  Family of solutions:
       Start from scratch: pure 2D drawing
       Get depth/normal images: deformations
       Rely on 3D light sources: simple shading
       Use a full 3D scene: global illumination
Research challenges

  Quite diverse goals:
     Assist in the drawing of smooth-shaded images
     Provide control over 3D stylized shading


  Family of solutions:
       Start from scratch: pure 2D drawing
       Get depth/normal images: deformations      Shaders,
                                                   Applications
       Rely on 3D light sources: simple shading   & plugins
       Use a full 3D scene: global illumination
Starting from scratch: 2D drawing
Starting from scratch: 2D drawing

  Simple color gradients
     Linear & radial
Starting from scratch: 2D drawing

  Simple color gradients
     Linear & radial
     Composition is difficult
     Shading style is limited
Starting from scratch: 2D drawing

  Gradient Meshes
    Patches w/ color ctrl pts
Starting from scratch: 2D drawing

  Gradient Meshes
    Patches w/ color ctrl pts
    Capture colors & shading
Starting from scratch: 2D drawing

  Gradient Meshes
    Patches w/ color ctrl pts
    Capture colors & shading
    Constrained by structure
Starting from scratch: 2D drawing

  Diffusion curves
     Bezier curves, color/blur ctrl pts
     Colors are diffused, then blurred
Starting from scratch: 2D drawing

  Diffusion curves
     Bezier curves, color/blur ctrl pts
     Colors are diffused, then blurred
     Structure more easily edited
Starting from scratch: 2D drawing




Videos are available on my website
Starting from scratch: 2D drawing




Videos are available on my website
Starting from scratch: 2D drawing




Videos are available on my website
Starting from scratch: 2D drawing

  Diffusion Curves using TPS
     Smoother diffusion


                                Using Heat eq.   Using TPS eq.
Starting from scratch: 2D drawing

  Diffusion Curves using TPS
     Smoother diffusion
     More intuitive user interaction
     Still require dedicated solver    Using Heat eq.   Using TPS eq.
Using 2.5D images: image deformations
Using 2.5D images: image deformations

  2.5D image creation
    Simple drawing (ex: nDo2)
Using 2.5D images: image deformations

  2.5D image creation
    Simple drawing (ex: nDo2)
    Diffusion Curves extension



                                               UV map




                                  Normal map
Using 2.5D images: image deformations

  Texture draping
    Use UVs to deform texture
    Use normals for simple shading
Using 2.5D images: image deformations

  Texture draping
    Use UVs to deform texture
    Use normals for simple shading
    Limited texture & shading effects
Using 2.5D images: image deformations

  Surface flows
    Two deformation fields
Using 2.5D images: image deformations

  Surface flows
    Two deformation fields
    Deform gradients & images
Using 2.5D images: image deformations

  Surface flows
    Two deformation fields
    Deform gradients & images
Using 2.5D images: image deformations

  Surface flows
    Two deformation fields
    Deform gradients & images
    Deform brush footprints
Using 2.5D images: image deformations

  Surface flows
    Two deformation fields
    Deform gradients & images
    Deform brush footprints
Using 2.5D images: image deformations

  Surface flows: deformation operators




Videos are available on my website
Using 2.5D images: image deformations

  Surface flows: image tools




Videos are available on my website
Using 2.5D images: image deformations

  Surface flows: brush tools




Videos are available on my website
Using 2.5D images: image deformations




Videos are available on my website
Using 2.5D images: image deformations

  Cross-shade (for 2.5D normals)
     Draw construction curves
Using 2.5D images: image deformations

  Cross-shade (for 2.5D normals)
     Draw construction curves
     Infer normals all over interior
Using 2.5D images: image deformations

  Cross-shade (for 2.5D normals)
     Draw construction curves
     Infer normals all over interior
     Use for deformation or simple shading
Using 3D lights: simple shading
Using 3D lights: simple shading

  Use texture lookups
    Toon shading (ex: TeamFortress), Lit Spheres (ex: Z-Brush)
Using 3D lights: simple shading

  Use texture lookups
    Toon shading (ex: TeamFortress), Lit Spheres (ex: Z-Brush)
    Simple lighting, basic materials, no shape enhancement
Using 3D lights: simple shading

  Apparent Relief
    Compute curvature per pixel
Using 3D lights: simple shading

  Apparent Relief
    Compute curvature per pixel
    Map to 2D toon textures
    Only simple shading & materials
Using 3D lights: simple shading

  Dynamic Stylized Shading
    Primitive = param. + profile
Using 3D lights: simple shading

  Dynamic Stylized Shading
    Primitive = param. + profile
    Curvature-based deformation
Using 3D lights: simple shading

  Dynamic Stylized Shading
    Primitive = param. + profile
    Curvature-based deformation
    Blend multiple primitives
Using 3D lights: simple shading




Videos are available on my website
Using 3D lights: simple shading




Videos are available on my website
Going full 3D: global illumination
Going full 3D: global illumination

  3D unsharp masking
    Blur radiance signal & compute diff.
    Boost difference & add to original
Going full 3D: global illumination

  3D unsharp masking
    Blur radiance signal & compute diff.
    Boost difference & add to original
    Applied to arbitrary complex scenes
Going full 3D: global illumination

  3D unsharp masking
      Blur radiance signal & compute diff.
      Boost difference & add to original
      Applied to arbitrary complex scenes
      Lacks control over shape & materials
Going full 3D: global illumination

  Light Warping
    Shape conveyed by distortions
Going full 3D: global illumination

  Light Warping
    Shape conveyed by distortions
    Warp lights to enhance curvature
    Requires a natural lighting env.
Going full 3D: global illumination

  Light Warping
    Shape conveyed by distortions
    Warp lights to enhance curvature
    Requires a natural lighting env.
Going full 3D: global illumination

  Radiance Scaling
    Modify light intensities instead of directions
    Works with arbitrary lighting env. & material
Going full 3D: global illumination




Videos are available on my website
Going full 3D: global illumination




Videos are available on my website
Where to find these tools?
Where to find these tools?

  If you are a programmer: papers & shaders
  Siggraph                                                 Siggraph Asia                     EGSR




                               3D Unsharp Masking (2008)


     Diffusion Curves (2008)                                                                 Texture Draping (2009)
                                                           Freeform Vect. Graph. (2011)

                                                           i3D                   NPAR

                                Cross Shade (2012)




  Light Warping (2009)
                                                           Rad. Scaling (2010)   App. Relief (2008)   DSSP (2008)
                               Surface Flows (2012)
Where to find these tools?

  If you just want to try 2D drawing applications
     Diffusion Curves & extensions
     Cross Shade available soon…




          Diffusion Curves            Freeform Vector Graphics
Where to find these tools?

  If you just want to try 3D rendering applications
     Light Warping & Radiance Scaling
     Dynamic Stylized Shading available soon…




   Light Warping inside Frapper (Filmakademie)
                                                 Radiance Scaling inside Meshlab
Where to find these tools?

  If you plan to use them in your projects
          Photoshop (Adobe): Surface Flows
          Nuke (The Foundry): Radiance Scaling
          MudBox (Autodesk): Dynamic Stylized Shading
          Modo (Luxology): Light Warping & Radiance Scaling




Surface Flows for Photoshop   Radiance scaling for Nuke       DSSP for Mudbox                Light Warping &
     (Pixel Bender - WiP)           (Web Tutorial)        (Viewport filter - prototype) Radiance Scaling for Modo
                                                                                           (Shader plugin - WiP)
What’s next… in 2D?
What’s next… in 2D?

  Vector drawing
    Plausible shading gradients
    Efficient rasterization algorithms



  2.5D deformations
    Create more complex materials
    Provide tools for animation
                                             « Musician»
                                          Tamara de Lempicka
What’s next… in 3D?

  Simple shading:
     Place highlights more accurately
     Capture shading from images



  Global Illumination:
     Direct control in image space
     Convey stylized materials
                                         Textural light example
                                             Burne Hogarth
Thanks
                                           Research
Pierre Bénard, Hedlena Bezerra, Adrien Bousseau, Roland Fleming, Xavier Granier, Alexandrina Orzan,
     Romain Pacanowski, Christophe Schlick, Joelle Thollot, David Vanderhaeghe, Romain Vergne

                                           Animation
         Denis Bouyer, Yann De Preval, Vincent E Sousa, Laurent Monneron, Ugo Bienvenu,
                  Julien Daubas, Clément Desnos, Florian Parrot, Arthur Peltzer



                                    Contacts
                             Email: pascal.barla@inria.fr
                         (for questions, suggestions, collaborations)

                        Webpage: www.labri.fr/perso/barla
                      (go to ‘software’ page for code and applications)

                            CrossShade: www.crossshade.com
                                    (Under construction)

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Stylized shading - FMX 2012

  • 2. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…
  • 3. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming
  • 4. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming Jelly Sunday (2009)
  • 5. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming Jelly Sunday (2009)
  • 6. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming Jelly Sunday (2009)
  • 7. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming Jelly Sunday (2009)
  • 8. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 2D drawing tools:  Accurate control over stylized appearance Χ Skill-demanding and time-consuming
  • 9. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 3D graphics tools:  Setup lighting and reuse through whole sequence Χ Existing styles are limited & difficult to control
  • 10. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 3D graphics tools:  Setup lighting and reuse through whole sequence Χ Existing styles are limited & difficult to control « Meet Buck » rendering process
  • 11. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 3D graphics tools:  Setup lighting and reuse through whole sequence Χ Existing styles are limited & difficult to control « Meet Buck » rendering process
  • 12. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 3D graphics tools:  Setup lighting and reuse through whole sequence Χ Existing styles are limited & difficult to control « Meet Buck » rendering process
  • 13. Motivation  Computer-assisted stylized shading  Convey lighting, material and shape at once!  More legible, more iconic, more personal…  Using 3D graphics tools:  Setup lighting and reuse through whole sequence Χ Existing styles are limited & difficult to control « Meet Buck » rendering process
  • 14. Research challenges  Quite diverse goals:  Assist in the drawing of smooth-shaded images  Provide control over 3D stylized shading
  • 15. Research challenges  Quite diverse goals:  Assist in the drawing of smooth-shaded images  Provide control over 3D stylized shading  Family of solutions:  Start from scratch: pure 2D drawing  Get depth/normal images: deformations  Rely on 3D light sources: simple shading  Use a full 3D scene: global illumination
  • 16. Research challenges  Quite diverse goals:  Assist in the drawing of smooth-shaded images  Provide control over 3D stylized shading  Family of solutions:  Start from scratch: pure 2D drawing  Get depth/normal images: deformations Shaders, Applications  Rely on 3D light sources: simple shading & plugins  Use a full 3D scene: global illumination
  • 18. Starting from scratch: 2D drawing  Simple color gradients  Linear & radial
  • 19. Starting from scratch: 2D drawing  Simple color gradients  Linear & radial  Composition is difficult  Shading style is limited
  • 20. Starting from scratch: 2D drawing  Gradient Meshes  Patches w/ color ctrl pts
  • 21. Starting from scratch: 2D drawing  Gradient Meshes  Patches w/ color ctrl pts  Capture colors & shading
  • 22. Starting from scratch: 2D drawing  Gradient Meshes  Patches w/ color ctrl pts  Capture colors & shading  Constrained by structure
  • 23. Starting from scratch: 2D drawing  Diffusion curves  Bezier curves, color/blur ctrl pts  Colors are diffused, then blurred
  • 24. Starting from scratch: 2D drawing  Diffusion curves  Bezier curves, color/blur ctrl pts  Colors are diffused, then blurred  Structure more easily edited
  • 25. Starting from scratch: 2D drawing Videos are available on my website
  • 26. Starting from scratch: 2D drawing Videos are available on my website
  • 27. Starting from scratch: 2D drawing Videos are available on my website
  • 28. Starting from scratch: 2D drawing  Diffusion Curves using TPS  Smoother diffusion Using Heat eq. Using TPS eq.
  • 29. Starting from scratch: 2D drawing  Diffusion Curves using TPS  Smoother diffusion  More intuitive user interaction  Still require dedicated solver Using Heat eq. Using TPS eq.
  • 30. Using 2.5D images: image deformations
  • 31. Using 2.5D images: image deformations  2.5D image creation  Simple drawing (ex: nDo2)
  • 32. Using 2.5D images: image deformations  2.5D image creation  Simple drawing (ex: nDo2)  Diffusion Curves extension UV map Normal map
  • 33. Using 2.5D images: image deformations  Texture draping  Use UVs to deform texture  Use normals for simple shading
  • 34. Using 2.5D images: image deformations  Texture draping  Use UVs to deform texture  Use normals for simple shading  Limited texture & shading effects
  • 35. Using 2.5D images: image deformations  Surface flows  Two deformation fields
  • 36. Using 2.5D images: image deformations  Surface flows  Two deformation fields  Deform gradients & images
  • 37. Using 2.5D images: image deformations  Surface flows  Two deformation fields  Deform gradients & images
  • 38. Using 2.5D images: image deformations  Surface flows  Two deformation fields  Deform gradients & images  Deform brush footprints
  • 39. Using 2.5D images: image deformations  Surface flows  Two deformation fields  Deform gradients & images  Deform brush footprints
  • 40. Using 2.5D images: image deformations  Surface flows: deformation operators Videos are available on my website
  • 41. Using 2.5D images: image deformations  Surface flows: image tools Videos are available on my website
  • 42. Using 2.5D images: image deformations  Surface flows: brush tools Videos are available on my website
  • 43. Using 2.5D images: image deformations Videos are available on my website
  • 44. Using 2.5D images: image deformations  Cross-shade (for 2.5D normals)  Draw construction curves
  • 45. Using 2.5D images: image deformations  Cross-shade (for 2.5D normals)  Draw construction curves  Infer normals all over interior
  • 46. Using 2.5D images: image deformations  Cross-shade (for 2.5D normals)  Draw construction curves  Infer normals all over interior  Use for deformation or simple shading
  • 47. Using 3D lights: simple shading
  • 48. Using 3D lights: simple shading  Use texture lookups  Toon shading (ex: TeamFortress), Lit Spheres (ex: Z-Brush)
  • 49. Using 3D lights: simple shading  Use texture lookups  Toon shading (ex: TeamFortress), Lit Spheres (ex: Z-Brush)  Simple lighting, basic materials, no shape enhancement
  • 50. Using 3D lights: simple shading  Apparent Relief  Compute curvature per pixel
  • 51. Using 3D lights: simple shading  Apparent Relief  Compute curvature per pixel  Map to 2D toon textures  Only simple shading & materials
  • 52. Using 3D lights: simple shading  Dynamic Stylized Shading  Primitive = param. + profile
  • 53. Using 3D lights: simple shading  Dynamic Stylized Shading  Primitive = param. + profile  Curvature-based deformation
  • 54. Using 3D lights: simple shading  Dynamic Stylized Shading  Primitive = param. + profile  Curvature-based deformation  Blend multiple primitives
  • 55. Using 3D lights: simple shading Videos are available on my website
  • 56. Using 3D lights: simple shading Videos are available on my website
  • 57. Going full 3D: global illumination
  • 58. Going full 3D: global illumination  3D unsharp masking  Blur radiance signal & compute diff.  Boost difference & add to original
  • 59. Going full 3D: global illumination  3D unsharp masking  Blur radiance signal & compute diff.  Boost difference & add to original  Applied to arbitrary complex scenes
  • 60. Going full 3D: global illumination  3D unsharp masking  Blur radiance signal & compute diff.  Boost difference & add to original  Applied to arbitrary complex scenes  Lacks control over shape & materials
  • 61. Going full 3D: global illumination  Light Warping  Shape conveyed by distortions
  • 62. Going full 3D: global illumination  Light Warping  Shape conveyed by distortions  Warp lights to enhance curvature  Requires a natural lighting env.
  • 63. Going full 3D: global illumination  Light Warping  Shape conveyed by distortions  Warp lights to enhance curvature  Requires a natural lighting env.
  • 64. Going full 3D: global illumination  Radiance Scaling  Modify light intensities instead of directions  Works with arbitrary lighting env. & material
  • 65. Going full 3D: global illumination Videos are available on my website
  • 66. Going full 3D: global illumination Videos are available on my website
  • 67. Where to find these tools?
  • 68. Where to find these tools?  If you are a programmer: papers & shaders Siggraph Siggraph Asia EGSR 3D Unsharp Masking (2008) Diffusion Curves (2008) Texture Draping (2009) Freeform Vect. Graph. (2011) i3D NPAR Cross Shade (2012) Light Warping (2009) Rad. Scaling (2010) App. Relief (2008) DSSP (2008) Surface Flows (2012)
  • 69. Where to find these tools?  If you just want to try 2D drawing applications  Diffusion Curves & extensions  Cross Shade available soon… Diffusion Curves Freeform Vector Graphics
  • 70. Where to find these tools?  If you just want to try 3D rendering applications  Light Warping & Radiance Scaling  Dynamic Stylized Shading available soon… Light Warping inside Frapper (Filmakademie) Radiance Scaling inside Meshlab
  • 71. Where to find these tools?  If you plan to use them in your projects  Photoshop (Adobe): Surface Flows  Nuke (The Foundry): Radiance Scaling  MudBox (Autodesk): Dynamic Stylized Shading  Modo (Luxology): Light Warping & Radiance Scaling Surface Flows for Photoshop Radiance scaling for Nuke DSSP for Mudbox Light Warping & (Pixel Bender - WiP) (Web Tutorial) (Viewport filter - prototype) Radiance Scaling for Modo (Shader plugin - WiP)
  • 73. What’s next… in 2D?  Vector drawing  Plausible shading gradients  Efficient rasterization algorithms  2.5D deformations  Create more complex materials  Provide tools for animation « Musician» Tamara de Lempicka
  • 74. What’s next… in 3D?  Simple shading:  Place highlights more accurately  Capture shading from images  Global Illumination:  Direct control in image space  Convey stylized materials Textural light example Burne Hogarth
  • 75. Thanks Research Pierre Bénard, Hedlena Bezerra, Adrien Bousseau, Roland Fleming, Xavier Granier, Alexandrina Orzan, Romain Pacanowski, Christophe Schlick, Joelle Thollot, David Vanderhaeghe, Romain Vergne Animation Denis Bouyer, Yann De Preval, Vincent E Sousa, Laurent Monneron, Ugo Bienvenu, Julien Daubas, Clément Desnos, Florian Parrot, Arthur Peltzer Contacts Email: pascal.barla@inria.fr (for questions, suggestions, collaborations) Webpage: www.labri.fr/perso/barla (go to ‘software’ page for code and applications) CrossShade: www.crossshade.com (Under construction)