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Pastel Effect Simulation for Game Scenes

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초록

Many competitive games offer various special rendering effects on their game scenes. Non-photorealistic rendering (NPR) presents fundamental techniques for the special rendering effects. Among various NPR techniques, we focus on a rendering effect that mimics pastel style, which has been rarely studied. We present a convolution-based approach that simulates pastel drawing effects for rendering game scenes. Our motivation is to mimic the properties of pastel drawing artworks such as thick and bold stroke pattern, smearing effect and stroke overlaying. The thick and bold pastel stroke pattern is mimicked by introducing bold noise which resembles a rectangle-shaped stroke pattern. The smearing effect is simulated by devising a convolution model that integrates noise in two-stages: the noise lying in the orthogonal directions of the convolution direction is integrated in the first stage and the results in the first stage are integrated in the second stage. The stroke overlaying is implemented by considering an accumulated noise field (ANF) that considers the distribution of noise in each layer and mimics the blending of colors of the stroke patterns lying in different layer. These three concepts are integrated in a convolution-based framework to present visually pleasing pastel drawing effects for game scene.

Abstract

Many competitive games offer various special rendering effects on their game scenes. Non-photorealistic rendering (NPR) presents fundamental techniques for the special rendering effects. Among various NPR techniques, we focus on a rendering effect that mimics pastel style, which has been rarely studied. We present a convolution-based approach that simulates pastel drawing effects for rendering game scenes. Our motivation is to mimic the properties of pastel drawing artworks such as thick and bold stroke pattern, smearing effect and stroke overlaying. The thick and bold pastel stroke pattern is mimicked by introducing bold noise which resembles a rectangle-shaped stroke pattern. The smearing effect is simulated by devising a convolution model that integrates noise in two-stages: the noise lying in the orthogonal directions of the convolution direction is integrated in the first stage and the results in the first stage are integrated in the second stage. The stroke overlaying is implemented by considering an accumulated noise field (ANF) that considers the distribution of noise in each layer and mimics the blending of colors of the stroke patterns lying in different layer. These three concepts are integrated in a convolution-based framework to present visually pleasing pastel drawing effects for game scene.

참고문헌 (19)

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