Browsing by Subject "renderman"
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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 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 The morphological development of a wood burl shader(Texas A&M University, 2004-09-30) Moyer, Robert SimmsIn the field of computer graphics, shaders provide an interface between lights and surfaces, giving the appearance of metal, plastic, wood, etc. As the field progresses, more and more shaders are required to simulate a wider and wider variety of materials. We present a new shader for the simulation of wood burl, a complex material used in furniture, art, car interiors, and a host of other luxury items. This shader was developed through a morphological approach - a study of the original material, its structure, and growth. Consequently, research began with a thorough look at wood burl, polished and unpolished, in an assortment of different species. We discovered the appearance can be broken into three sub-appearances - knots, curl, and a subtle undergrain. These three sub-appearances interact to create the characteristic swirls and whorls of burl. For the subtle undergrain, we used a common oak shader, added noise, and faded it into the background. We then developed a system of randomly placing points through the material to act as knots. Since the knots grow and distort the surrounding grain, we used distance-scaled forces to push the surface coordinates around and between all the knots. When the oak shader is applied, it appears to swirl and curl around the knots, much like a stream between rocks. This created the first level of curl or swirly grained wood, but one level alone appeared flat. To solve this, we procedurally blended levels of curl to give a look of increased depth. Finally, we added reflection, gloss, and other surface properties to give a look of warmth and polish. All of these properties are controlled by a set of parameters in the shader's interface. By adjusting these parameters, the user can emulate a variety of different burl types.