Illustrating smooth surfaces
By Aaron Hertzmann, Denis Zorin. International Conference on Computer Graphics and Interactive Techniques, 2000
686 citations recorded by the source corpus.
We present a new set of algorithms for line-art rendering of smooth surfaces. We introduce an efficient, deterministic algorithm for finding silhouettes based on geometric duality, and an algorithm for segmenting the silhouette curves into smooth parts with constant visibility. These methods can be used to find all silhouettes in real time in software. We present an automatic method for generating hatch marks in order to convey surface shape. We demonstrate these algorithms with a drawing style inspired by A Topological Picturebook by G. Francis.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design
View Paper: https://www.semanticscholar.org/paper/ab94f0e8e24dd2c3f639faa54b56c5c29a77f66f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Bruno Lévy
- Alla Sheffer
- Greg Turk
- Pierre Alliez
- Olga Sorkine-Hornung
- Leonidas J. Guibas
- Eugene Zhang
- Thomas A. Funkhouser
In Computer Graphics and Computer-Aided Design
- Alla Sheffer
- Bruno Lévy
- Greg Turk
- Pierre Alliez
- Hugues Hoppe
- Olga Sorkine-Hornung
- Marc Levoy
- Eugene Zhang
Citations in the corpus
- A novel cubic-order algorithm for approximating principal direction vectors (2004, background): “Recently, there has been increasing interest expressed in the possibility of using principal direction vector fields over polygonal meshes for such purposes as guiding the direction of hatching strokes in pen-and-ink style renderings [Girshick et al. 2000; Hertzmann and Zorin 2000] or adaptively gui”
- Anisotropic polygonal remeshing (2003, background): “In the scientific community, studies and previous non-photorealistic rendering techniques have also shown how much lines of curvatures are essential in describing the geometry [Brady et al. 1985; Hertzmann and Zorin 2000]: since local directions of minimum and maximum curvatures indicate respectivel”
- Periodic global parameterization (2006, result): “The curvature smoothing method presented in Hertzmann and Zorin [2000] shares some similarities with ours.”
- Unsupervised image translation (2003, background): “Figure 5: Source line art examples: engraving from Gustave Doré’s illustrations of Don Quixote, stippling by Claudia Nice[19], and Cupid [11].”
- Image Analogies (2001, background): “In the past few years, there has been a great deal of work in creating artistic styles by computer [10, 21, 24, 26, 32, 36, 41, 42, 50, 51], a field that has come to be known as non-photorealistic rendering (NPR).”
- WYSIWYG NPR: drawing strokes directly on 3D models (2002, background): “Other systems have addressed generating hatching or structured patterns of strokes on surfaces to convey tone or texture [Hertzmann and Zorin 2000; Mitani et al. 2000; Praun et al. 2001; Winkenbach and Salesin 1994].”
- Stylization and abstraction of photographs (2002, methodology): “…by emphasizing parts and boundaries in an image through techniques such as aligning brush strokes perpendicular to the image gradient [Haeberli 1990], terminating brush strokes at edges [Litwinowicz 1997], or drawing in a coarse-to-fi ne fashion [Hertzmann 1998; Shiraishi and Yamaguchi 2000].”
- Differentiable Monte Carlo ray tracing through edge sampling (2018, methodology): “…data structures (e.g. [Estevez and Kulla 2018; Paquette et al. 1998; Walter et al. 2005]), efficient data structures for selecting silhouette edges [Hertzmann and Zorin 2000; Sander et al. 2000], and the more recent closed-form solution for linear light sources [Heitz et al. 2016; Heitz and Hill…”
- Coherent line drawing (2007, methodology): “In the community of non-photorealistic rendering (NPR), a variety of methods have been reported on the line drawing of 3D models [Markosian et al. 1997; Hertzmann and Zorin 2000; DeCarlo et al. 2003; Kalnins et al. 2003; Sousa and Prusinkiewicz 2003; Isenberg et al. 2003].”
- Suggestive contours for conveying shape (2003, background): “Formulated silhouettes are determined from those regions that become occluded in a single alternative view where the camera is lowered by a prescribed amount.”
- Real-time hatching (2001, methodology): “A number of researchers have introduced schemes for interactive non-photorealistic rendering of 3D scenes, including technical illustration [4], “graftals” (geometric textures especially effective for abstract fur and leaves) [8, 10], and realtime silhouettes [2, 4, 7, 13, 15, 18].”
- Mixed-integer quadrangulation (2009, neutral): “Consequently, smoothing algorithms must be able to handle the discretely switching vector assignments, which can be achieved by a non-linear angle formulation like in [Hertzmann and Zorin 2000].”
- Extracting lines of curvature from noisy point clouds (2009, methodology): “In order to achieve this, we use a global energy minimization, similar to the one defined in (16) and in (40).”
- Interactive procedural street modeling (2008, methodology): “Hyperstreamlines have been used previously to visualize tensor fields [Wilson and Brannon 2005], generate pen-and-ink sketches of smooth surfaces [Hertzmann and Zorin 2000; Zhang et al. 2007], and remesh 3D geometry [Alliez et al. 2003; Marinov and Kobbelt 2004; Zhang et al. 2007].”