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At a high level, computer graphics deals with conveying information to an observer by visual means. Generating realistic images for this task requires considerable time and computing resources. Human vision faces the opposite challenge: to distill knowledge of the world from a massive influx of visual information. It is reasonable to assume that synthetic images based on human perception and tailored for a given task can (1) decrease image synthesis costs by obviating a physically realistic lighting simulation, and (2) increase human task performance by omitting superfluous detail and enhancing visually important features. This dissertation argues that the connection between non-realistic depiction and human perception is a valuable tool to improve the effectiveness of computer-generated images to support visual communication tasks, and conversely, to learn more about human perception of such images. Artists have capitalized on non-realistic imagery to great effect, and have become masters of conveying complex and even abstract messages by visual means. The relatively new field of non-photorealistic computer graphics attempts to harness artists' implicit expertise by imitating their visual styles, media, and tools, but only few works move beyond such simulations to verify
Proceedings of the 4th …, 2006
Non-photorealistic rendering (NPR) has been used to produce stylized images, e.g., in a stippled or painted style. To evaluate NPR algorithms, similarity measurements used in image processing have been employed to assess the quality of rendered images. However, there is no standard objective measurement of stylization quality. In many cases, raw side-by-side comparisons are used to demonstrate improvements in aesthetic quality. This means of comparison often fails to be persuasive due to the small size of demonstrations and the subjective choice of images. We conducted a user study and examined responses of 30 subjects in order to determine two things: whether there exists a relationship between the structural quality and aesthetic quality of non-colored non-photorealistic images; and whether the choice of images matters for side-by-side comparisons. Our study revealed a statistically significant correlation between the aesthetic and structure ratings given by participants: increases in structural rating coincided with increases in aesthetic rating. Second, participants' ratings of structure and aesthetic were influenced by image content: that is, choice of input images influenced the results of side-by-side comparisons.
1994
In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to artic...
2004
This report concerns human perception and its applications to the domain of computer graphics. Having in mind human perception limitations, we can design a perceptually optimized approach to virtually any issue of contemporary computer graphics. Such a perceptually optimized approach enable us either to visualize information more effectively and consequently to grasp important ideas and information from the depiction at a glance, or to save computational time or improve the quality of results by removing perceptually non-important parts of visual simulation. Initially, we outline the anatomy of human visual system (HVS) and characteristics of human perception. Consecutively, we summarize the usage of HVS knowledge in computer graphics, we point out the bottlenecks of contemporary methods and we give the suggestions for future research. Specifically, we cover the issues of the image quality testing, the image comparison, and the acceleration of visual simulations and rendering. Final...
2006
In this paper we present a brief overview of the processing in the primary visual cortex, the multi-scale line/edge and keypoint representations, and a model of brightness perception. This model, which is being extended from 1D to 2D, is based on a symbolic line and edge interpretation: lines are represented by scaled Gaussians and edges by scaled, Gaussian-windowed error functions. We show that this model, in combination with standard techniques from graphics, provides a very fertile basis for non-photorealistic image rendering.
Live Interfaces, 2023
This essay examines how data-based practices contribute to new perspectives on the empirical value of images. Recent methods employing machine learning enable visualisations to be produced based on the large-scale analysis of data but that are detached from direct sensorial observation, subverting the forms of visual objectivity traditionally associated with technical and scientific methods of image-making. This research aims to develop insights into the forms of visual knowledge that these methods may give rise to, as well as facilitating critical discourse on the grounding of visual practices in relation to technical and scientific methods.
SIGGRAPH 2002 Course …, 2002
she worked as a staff scientist at ICASE, a non-profit research center operated by the Universities Space Research Association at NASA Langley.
ACM SIGGRAPH 2002 conference abstracts and applications on - SIGGRAPH '02, 2002
The field of display technology is rapidly developing, and LCDand plasma-displays are already invading our surroundings. Alternative technologies such as "electronic ink", electro-luminescent materials, and even color-changing textiles [Holmquist and Melin 2001] will further increase the number of possibilities to integrate computer graphics in our everyday lives. We believe that computer graphics for everyday life will have requirements that are very different from those of a Web page or a movie special effect. To explore this, we have developed a type of applications that anticipates a future use of computer graphics, so-called Informative Art.
Methods of Computer Generated Imagery that induce movement, depth and a perception of a 3rd dimension are described and analyzed.
2004
" imitation of reality was not the Holy Grail that I had previously perceived it to be. Instead, it struck me that any visual artist, CG animators and artists included, must strive for deeper meaning. Style (impressionistic, expressionistic, photorealistic, etc.) and media (watercolor, charcoal, photochemical, etc.) are secondary to this goal, and, in fact, meaningless without such motivation. What affects viewers are not solely the images—fresh or exciting as they may be—but rather the ideas, emotional content, mood, tone and timbre of their contents."
In my chapter I want to highlight some important episodes in the history of the technologies and procedures that form the bases for photorealistic computer graphics, as well as fields of practice and related aesthetic strategies. Firstly, I discuss its root in flight simulation, and secondly, I underline that simulation is related fundamentally to realism. Thirdly, I will address the notion of photorealism and discuss some of the properties of photography that have to be simulated to generate a photorealistic image, as the “realism” of the computer-generated images is judged in comparison to photography. Following that, I draw some more generalized inferences on the relation of computers and photography and finish the chapter with a short conclusion.
2000
The advent of photography and computer graphics has not replaced artists. Imagery generated by artists provides information about objects that may not be readily apparent in photographs or real life. The same goal should apply to computer-generated images. This is the driving force behind non-photorealistic rendering. The term non-photorealistic rendering (NPR) is applied to imagery that looks as though it
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering - NPAR '06, 2006
Pen-and-ink line drawing techniques are frequently used to depict form, tone, and texture in artistic, technical, and scientific illustration. In non-photorealistic rendering (NPR), considerable progress has been made towards reproducing traditional pen-and-ink techniques for rendering 3D objects. However, formal evaluation and validation of these NPR images remain an important open research problem. In this paper we present an observational study with three groups of users to examine their understanding and assessment of hand-drawn pen-and-ink illustrations of objects in comparison with NPR renditions of the same 3D objects. The results show that people perceive differences between those two types of illustration but that those that look computer-generated are still highly valued as scientific illustrations.
Traditionally, computer graphics has been concerned with producing imagery that is as physically accurate as possible. But accurate physical simulation of geometry, lighting and material properties of a visual scene can be cumbersome and time-consuming. At the same time, human vision is far from accurate, which offers an enormous opportunity to create imagery at a reduced computational cost as well as with less reliance on human modelers. As a result, a recent trend is towards accepting perceptual plausibility instead of physical accuracy as a guiding principle in the design of modeling and rendering systems. This requires us to understand visual realism, which involves both learning statistical regularities of the world, for instance by employing huge amounts of data, as well as humans visual perception of it. This paper addresses issues related to understanding realism, presents several applications, and discusses what this interesting approach may lead to in the future.
2005
In this paper, two problems concerning truthfulness of computer-generated visualization are considered. The fi rst one concerns relationships between reality and its representation by computer renderings. The second problem concerns the kind of representations people need. These problems are analyzed for static perception of architectural forms based on computer visualization, and for dynamic walk-through perception of urban space. The thesis of the paper is that many photorealistic renderings are excessively realistic and thus not true. In this context, a new question arises: do we need the true representation of an object? The author claims that we need “adequate” pictures. Adequate means a picture that is satisfactory in particular situation. The problem of equivalence of media (renderings and animations) and reality is not that important here. Much research is concerned with the truthfulness and falsity of information. However, they do not take into consideration that frequently...
2002
This paper draws from art history and perception to place computer depiction in the broader context of picture production. It highlights the often underestimated complexity of the interactions between features in the picture and features of the represented scene. Depiction is not always a unidirectional projection from a 3D scene to a 2D picture, but involves much feedback and influence from the picture space to the object space. Depiction can be seen as a pre-existing 3D reality projected onto 2D, but also as a 2D pictorial representation that is superficially compatible with an hypothetic 3D scene. We show that depiction is essentially an optimization problem, producing the best picture given goals and constraints. We introduce a classification of basic depiction techniques based on four kinds of issue. The spatial system deals with the mapping of spatial properties between 3D and 2D (including, but not restricted to, perspective projection). The primitive system deals with the di...
Proceedings of SPIE, 2012
Painters reproduce the appearances they see, or visualize. The entire human visual system is the first part of that process, providing extensive spatial processing. Painters have used spatial techniques since the Renaissance to render HDR scenes. Silver halide photography responds to the light falling on single film pixels. Film can only mimic the retinal response of the cones at the start of the visual process. Film cannot mimic the spatial processing in humans. Digital image processing can. This talk studies three dramatic visual illusions and uses the spatial mechanisms found in human vision to interpret their appearances.
Computers & Graphics, 2012
Non-photorealistic rendering (NPR) algorithms are used to produce stylized images, and have generally been evaluated on the aesthetic qualities of the resulting images. NPR-produced images have been used for aesthetic and practical reasons in media intended to produce an emotional reaction in a consumer (e.g., computer games, films, advertisements, and web sites); however, it is not understood how nonphotorealistic rendering affects the emotion portrayed in an image. We conducted a study of subjective emotional response and visual attention to five common NPR approaches, two blurring techniques, and the original image with 42 participants, and found that the NPR algorithms dampened participants' emotional responses in terms of arousal (activation) and valence (pleasure). Gaze data revealed that NPR rendering of images might reduce emotional response to an image by producing confusion, creating distracting visual artifacts, causing the loss of meaningful semantic information, or causing users to lose interest in the resulting image.
This project discusses interactive non-photorealistic rendering techniques. It is split up into two sections – outlining merhods and shading methods. Three outlining methods were implemented – stencilling, front-face culling and ink-sketching. Sten- cilling uses the stencil buffer to create a mask to draw the outline. Front-face culling uses edge localisation methods to draw the silhouette as well as the outline. Ink- sketching builds on front-face culling to make the edges look like they have been sketched with an ink pen. The second section discusses three shading methods – cellshading, ‘simple’ crosshatching and ‘fine’ crosshatching. The cellshading method uses 1D textures to make the shading of the model discrete. ‘Simple’ crosshatch- ing uses textures to shade shade the polygons. ‘Fine’ crosshatching moves beyond current research and refines the ‘simple’ crosshatching to make it more accurate on models with low polygon counts. All of the work presented in this paper is designed to work in real-time with speeds ranging from 24 to 60 frames per second.
2000
Abstract Now that technology allows us to present photorealistic animations of scenically lit objects acting in realtime, the problem of computer graphics has changed from making displays recognisable, to ensuring that users notice what they are intended to see, without being distracted by irrelevant information. Worse than that, the use of veridical displays that are intended to be lifelike runs the risk of introducing unpredictable sources of information, that can lead users to infer all sorts of unwanted details.
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