Browsing by Subject "non-photorealistic"
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Item A nNon-photorealistic Model for Procedural Painterly Rendered Trees in the Style of Corot(2009-05-15) Losure, Michael RobertThis thesis describes the development of a system for the procedural generation and painterly rendering of trees. Specifically, the rendered trees are modeled after those found in the oil landscape paintings of 19th century French painter Camille Corot. The rendering system, which is a combination of MEL-scripted Maya tools and Renderman shaders, facilitates the creation of still images that look convincingly painterly, as well as 3D animations with temporal coherence. Brush stroke properties are animated based on distance from the camera, so that traditional painting techniques for representing depth are incorporated into the computer-generated animations. During the development process, the system was generalized to apply to other structures, such as grass and rocks, and allows for the creation and rendering of entire landscapes. Several example animations were created with the system to demonstrate the ideas developed during the process and the quality of the results.Item A shader based adaptation of selected sixteenth century maps(Texas A&M University, 2008-10-10) Haque, Shaila SabrinaThis research develops a technique focused on shading and texturing, with an emphasis on line work and color, to emulate the unique qualities of copperplate line-engraving from 16th century cartography. A visual analysis of selected maps determines the defining characteristics adapted for three-dimensional computer generated environments. The resulting work is presented in a short time-based animation.Item A shader based approach to painterly rendering(Texas A&M University, 2004-11-15) Pal, KaushikThe purpose of this thesis is to develop a texture-based painterly shader that would render computer generated objects or scenes with strokes that are visually similar to paint media like watercolor, oil paint or dry media such as crayons, chalk, et cetera. This method would need an input scene in the form of three dimensional polygonal or NURBS meshes. While the structure of the meshes and the lighting in the scene would both play a crucial role in the final appearance of the scene, the painterly look will be imparted through a shader. This method, therefore, is essentially a rendering technique. Several modifiable parameters in the shader gives the user artistic freedom while overall introducing some amount of automation in the painterly rendering process.Item Digital compositing with traditional artwork(Texas A&M University, 2005-11-01) Stanley, Michael LeightonThis thesis presents a general method and guidelines for compositing digital characters into traditional artwork by matching a character to the perspective, lighting, style, and complexity of the particular work of art. The primary goal of this integration is to make the resulting image believable, but not necessarily to create an exact match. As a result, the approach used here is not limited to a single rendering style or medium, but can be used to create a very close match for almost any artistic image. To develop and test this method and set of guidelines I created composites using a variety of styles and mediums.