Non-photorealistic
image rendering with a labyrinthine tiling
Amelia
Carolina Sparavigna
Photorealistic
processing of images is often required for scientific and forensic imagery,
where its processing algorithms can remove noise
or enhance object outlines in the image scene. However, it is not obvious that
a photorealistic processing is always necessary or useful. Let us consider for
instance the hand-drawing, which is clearly a non-photographic imagery. The
idea that these illustrations can be better to
explain a scene than photographic plates is quite natural. Hand-drawing helps
to illustrate complex phenomena, omitting details and proposing only
fundamental objects, sometimes with a symbolic representation.
The goal of
the non-photorealistic rendering (NPR) (for a recent literature survey,1-4) is the development of algorithms for generating or
processing images that embody the following qualities: emphasis of selected
features, suppression of unimportant details, use of stylization to suggest
emotional structures. Some NPR algorithms are devoted to produce pseudo
hand-drawing images (5). Other techniques are giving interesting aesthetic
results (6) working with algorithms for visualizing the vector fields. The
vector field visualization, used also for scientific purposes (7,8), is mainly based on line integral convolutions (LICs). LIC and related techniques use stylization to
suggest the structure of the vector field, as an
hand-drawing stylization of the field can do.
Here we can
see the results of an image processing based on a statistical approach,
resulting in non-photorealistic rendering, different from vector field
visualization, or from other techniques such as mosaic or tessellation
textures. It is based on the use of statistical parameters and gives on the
processed image a labyrinth tiled texture, which is not governed by casualty
but able to follow the outlines of the objects in the image scene.
The
rendering is a random pixel tone generation
performed with two competing statistical requirements. This is giving a
peculiar pattern on the image, producing a tiling of the image with a
labyrinth-like texture. As in many physical and chemistry phenomena, where
competing conditions are acting on the system, complex patterns are displayed
(9-11). It is quite usual to encounter stripes, fingerprints or labyrinths in
the optical investigations of solid surfaces or of thin liquid crystal films.
Competing conditions give two or more possible local orientations or
configurations of the material, revealed by complex patterns in microscopy
observations.
The
algorithm is based on a statistics manipulations of
the image. The statistical approach means that decisions and choices of the
algorithm are based on statistical parameters such as mean values, variances
and higher moments (12-14). For a detailed discussion of the algorithm, see http://arxiv.org/abs/cs/0609084,
The stylization
here proposed is able to give in certain circumstances, a better appreciation
of a scene. An example of the algorithm applied to the picture of a tree (see
below), can be useful to stress this possibility. In the rendered image, the
details of the small branches of the tree are suppressed but the shape of the
main branches is strongly enhanced by the labyrinth tiling. In this case then,
the morphology of the tree is put in evidence by the rendering: it seems that
the growth of the branches in the image is following the labyrinthine pattern.
The intrinsic geometric structure (the tree) in the image is favoured by the
stylization of the rendering algorithm.
As we have argued
at the beginning, one of the goals in non realistic rendering is to stimulate
sensations, with a certain enhancing of patterns in the image scene. Whether
the rendering algorithm turns out to be good or not for this purpose is of
course a rather subjective conclusion.
REFERENCES
[1] F.
Durand, An Invitation to Discuss Computer Depiction,
Proc. Int. Symp. On Non-photorealistic
Animation
and Rendering, NPAR02, ACM Press, pp. 111-124 (2002).
[2]
M. Tory and T Moller, IEEE Trans. Visualization and
Computer Graphics 10, 72-84 (2004).
[3] T. Strothotte and S. Schlechtweg,
Non-Photorealistic Computer Graphics: Modeling,
Rendering, and
Animation,
Morgan Kaufman Publisher,
[4] C. Reynolds,
Stylized Depiction in Computer Graphics, an Internet report (2006)
http://www.red3d.com/cwr/npr/,
2006.
[5] I. Buck,
A. Finkelstein, C. Jacobs, A. Klein, D. H. Salesin,
J. Seims, R. Szeliski, and
K. Toyama,
Performance-driven
hand-drawn animation, Proc. Int. Symposium on Non-photorealistic animation and
rendering,
NPAR00, ACM Press, pp.101-108 (2000).
[6] C-M. Wang and J-S. Lee, J. Information Science
and Engineering 20, 923-948 (2004).
[7] A.Sparavigna, A.Sanna, B.Montrucchio and A.Strigazzi, Liq. Cryst. 26, 1467-1478 (1999).
[8] B. Montrucchio, P. Montuschi, A. Sanna, and A. Sparavigna, Computers & Graphics 25, 847-855 (2001).
[9] J.P. Gollub and J.S. Langer, Rev. Mod. Phys.
71, s396-s403 (1999).
[10] C.
Bowman and A. C. Newell, Rev. Mod. Phys. 70, 289-301 (1998).
[11] A. J. Koch and H. Meinhardt, Rev. Mod. Phys. 66, 1481-1507 (1994).
[12] B.Montrucchio, A.Sparavigna and A.Strigazzi, Liq. Cryst. 24, 841-852 (1998).
[13] B.Montrucchio, A.Sparavigna, S.I.Torgova and A.Strigazzi, Liq. Cryst. 25, 613-620 (1998).
[14] A.Sanna,
B.Montrucchio and A.Sparavigna, Pattern Rec. Lett.
20, 183-190 (1999).
Here in the
following a gallery of images obtained after tiling.
Copyright © 2009 Amelia Carolina Sparavigna