We present a novel artistic-verisimilitude driven system for watercolor rendering of images and photos. Our system achieves realistic simulation of a set of important characteristics of watercolor paintings that have not been well implemented before. Specifically, we designed several image filters to achieve: 1) watercolor-specified color transferring; 2) saliency-based level-of-detail drawing; 3) hand tremor effect due to human neural noise; and 4) an artistically controlled wet-in-wet effect in the border regions of different wet pigments. A user study indicates that our method can produce watercolor results of artistic verisimilitude better than previous filter-based or physical-based methods. Furthermore, our algorithm is efficient and can easily be parallelized, making it suitable for interactive image watercolorization.
Oak tree Beech tree (a) biological distribution Unrelaxed Our method (b) photon density estimation (c) point cloud sampling + reconstruction Figure 1: Analogous to bilateral filtering [Tomasi and Manduchi 1998], our bilateral sampling method considers both spatial-domain and nonspatial-domain properties. Our method can generate distributions with sample attributes that are not direct functions of the underlying domains, such as more natural biological distribution with domain-independent tree type and size (a), less noisy photon density estimation with arbitrary flux and incoming direction (b), and more accurate (hidden) surface reconstruction from point cloud sampling (c).
International audienceThe synthesis quality is one of the most important aspects in solid texture synthesis algorithms. In recent years several methods are proposed to generate high quality solid textures. However, these existing methods often suffer from the synthesis artifacts such as blurring, missing texture structures, introducing aberrant voxel colors, and so on. In this paper, we introduce a novel algorithm for synthesizing high quality solid textures from 2D exemplars. We first analyze the relevant factors for further improvements of the synthesis quality, and then adopt an optimization framework with the k-coherence search and the discrete solver for solid texture synthesis. The texture optimization approach is integrated with two new kinds of histogram matching methods, position and index histogram matching, which effectively cause the global statistics of the synthesized solid textures to match those of the exemplars. Experimental results show that our algorithm outperforms or at least is comparable to the previous solid texture synthesis algorithms in terms of the synthesis quality
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis-Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well-designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.
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