Marvel Comic Style Animation
This project outlines the techniques and methods that were used to create those comics from the
Development and Implementation of a Natural Media Filter for the post-processing of animated sequences
This project is concerned with the research and development undertaken in the creation of a digital image filter that is able to process an animated sequence of frames to mimic the aesthetic of paint, pencil or chalk. The filtered images are similar in style and aesthetic to the inspirational works of Dave McKean and in particular, his illustrations within the graphic novel “Black Orchid”. As a post-process, the workflow created is capable of filtering an animated sequence using only the source animation as input. Research into optical flow and stereo disparity algorithms also result in motion extraction, influencing texture generation to retain the visual continuity and coherency movement within the animation.
Look of The Fairy
Fairies appear a lot in art and motion pictures as they are a sight of wonder and mystery. Also, in more recent animated films, visual artists have been trying to create images that have a painterly feel to them whilst still working in the realm of 3D. This project shows a study of how a fairy is to be portrayed and move in a 3D animation as well as creates a 3D animation that has a similar look to the painterly effect that has
A Procedural Approach to Non-Photorealistic Rendering of Pen and Ink Illustration from Three-Dimensional Models
This paper is concerned with the development of non photorealistic rendering in the form of pen-and-ink illustration. In particular, I will be presenting two methods of shader creation through the RenderMan process, a two-dimensional method that involves striping along the u and v directions of an object and a three-dimensional method that is based on solid texturing. Non-photorealistic rendering (NPR) is still a relatively new area in computer graphics but has developed a strong appreciation in recent years. In this report, related work in this field will be briefly addressed and then the development of my own techniques will be explained. Finally, an animated short will be created using the shader, intending to emulate the aesthetics of traditional Pen and Ink illustration in a digital medium.
Non Photorealistic Rendering of Water in Hayao Miyazaki Style
The object of this project is to introduce a drawn animation style and to replicate it in computer graphics using the available software tools, in order to produce a similar result as that used as inspiration. The state of contemporary animation is reviewed in an attempt to justify the chosen topic, and a solution to the proposed task is presented, as well as a description of the paths taken to arrive at the result.
Non-Photorealistic rendering: A Marker Technique Approach
‘Whether the object in the hand is a coloured pencil, a marker or a computer control, the basic design and visualizing skills needed to use them effectively remain the same.’ (Powell 1990 p.9)
Painterly Motion Blur for Moving Images
In this report a series of steps for applying a painterly motion blur to an object in motion is presented. The techniques used can in general be applied to any sequence of 2D images where the subject can be separated from the background. These steps were developed from a series of experiments generated from research within the area of non-photorealistic rendering and motion blur for animation and games. It uses a combination of motion vectors and a number of displacements by filmed footage.
Real-Time Rendering Techniques (Realistic and Non-Realistic)
A dramatic increase in the processing power and graphics capabilities of modern games systems has led to a demand for an increase in realism in their visuals. For the most part, game developers have responded by simply throwing more polygons and textures into the scene. Even most of the clever lighting and atmosphere trickery such as smoke, fires, and light halos are either textured polygons or images composited into the scene.
Painterly Shader – Cartoon Painterly Renderer
The aim of this project is to create a 3D shader that is able to render a computer generated scene. More specifically, a scene which is visually similar to the backdrop created in the 1967 film Jungle Book. I will use a nurbs surface as the base that the