A lightweight, procedural, vector watercolor painting engine
Stephen DiVerdi, Aravind Krishnaswamy, Radomír Měch, Daichi Ito
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 63--70.
Abstract: Existing natural media painting simulations have produced high quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector-based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists.
Article URL: http://dx.doi.org/10.1145/2159616.2159627
BibTeX format:
@inproceedings{DiVerdi:2012:ALP,
  author = {Stephen DiVerdi and Aravind Krishnaswamy and Radomír Měch and Daichi Ito},
  title = {A lightweight, procedural, vector watercolor painting engine},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {63--70},
  month = mar,
  year = {2012},
}
Search for more articles by Stephen DiVerdi.
Search for more articles by Aravind Krishnaswamy.
Search for more articles by Radomír Měch.
Search for more articles by Daichi Ito.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."