Abstraction and Depiction of Sparsely Scanned Outdoor Environments
Hui Xu, Nathan Gossett, Baoquan Chen
Workshop on Computational Aesthetics, 2005, pp. 19--27.
Abstract: This paper describes various techniques and applications of rendering three-dimensionally digitized outdoor environments in non-photorealistic rendering styles. The difficulty in rendering outdoor environments is accommodating their inaccuracy, incompleteness, and large size to deliver a smooth animation without suggesting the underlying data deficiency. Standard rendering approaches often expose and inadvertently emphasize missing and noisy data, producing unpleasant images. Our use of non-photorealistic rendering allows us to de-emphasize these problems and produce aesthetically pleasing images. The key approach discussed in this paper employs artistic drawing techniques to illustrate features of varying importance and accuracy. We use point-based representations of the scanned environments and operate directly on the point-based models for abstraction and rendering. We develop a unified framework for producing sketchy, profile, painterly, cartoon, and intermingled styles. We describe a level-of-detail data structure, the continuous resolution queue, to promise coherent and consistent animation. We also leverage modern graphics hardware to achieve interactive rendering of large scenes.
@inproceedings{Xu:2005:AAD,
author = {Hui Xu and Nathan Gossett and Baoquan Chen},
title = {Abstraction and Depiction of Sparsely Scanned Outdoor Environments},
booktitle = {Workshop on Computational Aesthetics},
pages = {19--27},
year = {2005},
}
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