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NPR Animation Starcraft in Cartoon Speaker: Shuen-Huei Guan 2001/1/8.

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Presentation on theme: "NPR Animation Starcraft in Cartoon Speaker: Shuen-Huei Guan 2001/1/8."— Presentation transcript:

1 NPR Animation Starcraft in Cartoon Speaker: Shuen-Huei Guan 2001/1/8

2 Keywords NPR Non-Photorealistic Rendering Cartoon Rendering Toon Shader Pen and Ink Cel-look, cel-shading

3 Motivation NPR is slow for real-time rendering. So we decided to render it slowly and make it a clip of animation. And we love Starcraft! (Don ’ t tell me you ’ ve never heard of it!) Then we got a cool idea: remake a piece of classical animation in Starcraft with new(cute, cartoon) modeling, and of course in NPR cartoon effects! Isn ’ t that funny?

4 NPR: Non-Photorealistic Rendering Comparing Photorealism and NPR PhotorealismNPR ApproachSimulationStylization CharacteristicObjectiveSubjective InfluencesSimulation of physical processes Sympathies with artistic processes; perceptual- based AccuracyPreciseApproximate DeceptivenessCan be regarded as “ dishonest ” Honest Level of detailConstant level of detailCan adapt level of detail across an image to focus the viewer ’ s attention Good for representingRigid surfacesNatural and organic phenomena

5 Some Inclusions of NPR Painterly Rendering Sketching, Pen-and-Ink, Engraving Rendering for Legibility Other Rendering Styles Stylized Halftoning Toon Shaders/Plug-Ins Silhouettes Real Time Techniques

6 An Example of NPR – Painterly Rendering

7 An Example of NPR – Sketches and Lines

8 An Example of NPR – Special fx with half-toning

9 Other Examples of NPR

10 Progress Pre-Production Cartoon Render Cinema Decomposition Camera Control Timing Post-Production 3D Modeling SFX AVI format Post-Process

11 Cartoon Rendering Def : Contour Line & Discrete Shading Focus : Contour(Silhouette) & Shading Line by Object Shading by Light

12 Cartoon Demo

13 Contour Def: Line between front face & back face. Char: Frame Coherence & Line Continuity. Method: Brute Force. Geometry Division. Modified Appel ’ s Algorithm Special: Perlin Noise Function.

14 Shading Method: Angle between normal vector & light source. Shading table. Modified interpolation. Shading mapping.

15 Shading mapping

16 Animation: Production&Reproduction Animation Design Focus : Pre process Settings: Original Video Animation (OVA) Script & Tran Script Post process Production: Determine the Stage Model Design Camera Tran Script Light Settings Difference /w Reproduction ( Re ’,always easier )

17 Reproduction Design Focus : Precise Section Analysis Fade in/out, Section Time Line, Determine object movement Guess the Positioning of the Stage True or False? ( Not exactly, but still correct ) Real Working Design Models for Replacing Original Ones. Sym Tran Script of Cameras, Lights Detail Corrections

18 Reference SIGGRAPH 95~2000. For Cartoon Rendering: Cartoon Rendering, March, 2000, Game Developer magazine. Non-Photorealistic Rendering (Toon), Game Developers Conference 2000. CartoonReyes on 3DS Max. For AVI format: http://www.jmcgowan.com/avi.html MSDN Library

19 Future Work More NPR effects More special effects(SFX) in production of animation. Partial Collision Detection. Model Picking in 2D.

20 Author B86506016, Ping-Chun Kuo ( windforce) B86506057, Shuen-Huei Guan (Drake) B86506058, Chuan-Chien Lin ( just4u) 2001/1/8


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