Browsing by Subject "CG"
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Item An Approach To Painterly Rendering(2014-10-28) Broussard, GarrettAn often overlooked key component of 3D animations is the rendering engine. However, some rendering techniques are hard to implement or are too restrictive in terms of the imagery they can produce. The goal of this thesis is to make easy-to-use software that artists can use to create stylistic animations and that also minimizes technical constraints placed on the art. For this project, I present a tool that allows artists to create temporally coherent, painterly animations using Autodesk Maya and Corel Painter. I then use that tool to create proof of concept animations. This new rendering technique offers artists a different avenue through which they can showcase their art and also offers certain freedoms that current computer graphics techniques lack. Accompanying this paper are some animations demonstrating possible outcomes, and they are located on the Texas A&M online library catalog system. The painting system used for this project expands upon an algorithm designed by Barbara Meier of the Disney Research Group that involves spreading particles across a surface and using those particles to define brush strokes. The first step is to infer the general syntax of Painter?s commands by using Painter and its ability to record a painting made by an artist. The next step is to use the commands and syntax that Painter uses in the automated creation of scripts to generate paintings used for the animation. As this thesis is designed to showcase a rendering technique, I found animations made by fellow candidates for the Master of Science and Master of Fine Arts degrees in Visualization bearing qualities accented by a painterly treatment and rendered them using this technique.Item Cine-anim?: adaptations of realistic lighting styles(Texas A&M University, 2005-11-01) Trinh, Ellen Man NgocAnim?, a style of Japanese animation, has begun to evolve into more than a simple animation. The stories found in anim? have reached a level of complexity similar to traditional cinema. However, lighting in anim?, has been minimal. Using computers to create anim?, rather than creating it traditionally by hand, has allowed greater opportunities to be creative with lighting. Color and computer-generated (CG) effects can be integrated with traditional line drawings to create beautiful images in anim?. Since cinematic lighting exhibits some of the finest examples of lighting, this thesis will analyze lighting styles from three different cinematographers and adapt them to three anim??e style scenes in 3D. The scenes will be modeled, lit, and rendered using Alias/Wavefront MAYATM, and textured using Adobe PhotoshopTM. The result will be a visual CG piece that adapts the lighting style of certain distinctive cinematographers, while retaining the look of anim?.Item Creating computer generated scene lighting in the style of Edward Hopper(Texas A&M University, 2008-10-10) Jo, Hee YeonThe goal of this thesis is to study the lighting styles used in three selected Edward Hopper paintings: Morning Sun, Summer Evening, and Night Windows and to create an original, three-dimensional scene lit in a similar style. For a general understanding of the reference paintings, visual analyses were conducted before studying the lighting styles depicted in them. During the process of conducting this lighting study, the lighting styles in the three reference paintings were closely examined and digitally reproduced. The artistic inspiration gained from these three paintings and the lessons learned from the reproduction process are integrated into the creation of the original work which serves as the final project of this thesis. Consequently, the final project displays the lighting style represented in those of the reference paintings, refined by this researcher? s own style. This study defines an approach to develop the digital lighting that can dramatically enhance the moods in realistic scenes referenced by lighting in the three Hopper? s paintings.Item Discontinuous Galerkin Finite Element Method for the Nonlinear Hyperbolic Problems with Entropy-Based Artificial Viscosity Stabilization(2012-07-16) Zingan, Valentin NikolaevichThis work develops a discontinuous Galerkin finite element discretization of non- linear hyperbolic conservation equations with efficient and robust high order stabilization built on an entropy-based artificial viscosity approximation. The solutions of equations are represented by elementwise polynomials of an arbitrary degree p > 0 which are continuous within each element but discontinuous on the boundaries. The discretization of equations in time is done by means of high order explicit Runge-Kutta methods identified with respective Butcher tableaux. To stabilize a numerical solution in the vicinity of shock waves and simultaneously preserve the smooth parts from smearing, we add some reasonable amount of artificial viscosity in accordance with the physical principle of entropy production in the interior of shock waves. The viscosity coefficient is proportional to the local size of the residual of an entropy equation and is bounded from above by the first-order artificial viscosity defined by a local wave speed. Since the residual of an entropy equation is supposed to be vanishingly small in smooth regions (of the order of the Local Truncation Error) and arbitrarily large in shocks, the entropy viscosity is almost zero everywhere except the shocks, where it reaches the first-order upper bound. One- and two-dimensional benchmark test cases are presented for nonlinear hyperbolic scalar conservation laws and the system of compressible Euler equations. These tests demonstrate the satisfactory stability properties of the method and optimal convergence rates as well. All numerical solutions to the test problems agree well with the reference solutions found in the literature. We conclude that the new method developed in the present work is a valuable alternative to currently existing techniques of viscous stabilization.Item Pixel Noir: a style for cinematic computer-generated lighting(Texas A&M University, 2006-04-12) Han, LeiThis thesis provides an example of creating a special cinematic style of Film Noir in computer-generated animation. The thesis is designed as a discussion of how a unique lighting style in computer graphics can be used to enhance visual storytelling for cinematic purposes. It provides digital filmmakers a beginning guide to deal with various lighting situations, and with cinematic lighting in 3D production.Item The Surface of Acceptability in Virtual Faces(2013-07-29) Andreason, Scot PhilipThis paper explores the surface properties of skin and eyes and their importance in the acceptance and success of a digital human face, specifically in relation to the uncanny valley. The uncanny valley hypothesis states that as a human representation approaches photo-realism, subtle differences from reality become unsettling. Recent studies suggest that the uncanny valley could exist over a far greater range, affecting abstract human representations as well. These competing findings are explored by analyzing how changes to the surface of a digital character affect its level of acceptance. A female facial model is used as a base to compare a spectrum of different simulated real-world materials. The variations range from materials that are nearly identical to human skin, to those that are completely divergent from it, thus unnatural. After studying this catalogue of materials, it is concluded that given the right conditions, the uncanny valley can occur when facial representations are very near realism, as well as when human-likeness is quite distant from reality.