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Содержание
Введение
Нефотореалистический рендеринг (НПР) — это область компьютерной графики, которая направлена на создание широкого спектра выразительных стилей для цифрового искусства, в отличие от традиционной компьютерной графики, ориентированной на фотореализм. НПР вдохновляется другими художественными направлениями, такими как живопись, рисунок, техническая иллюстрация и анимационные мультфильмы. НПР используется в фильмах и видеоиграх в виде шейдинга с затенением ячейками (также известного как "мультяшный" шейдинг), а также в научной визуализации, архитектурной иллюстрации и экспериментальной анимации.
Style of rendering
Non photorealistic rendering (NPR) is an area of computer graphics that focuses on enabling a wide variety of expressive styles for digital art, in contrast to traditional computer graphics, which focuses on photorealism. NPR is inspired by other artistic modes such as painting, drawing, technical illustration, and animated cartoons. NPR has appeared in movies and video games in the form of cel shaded animation (also known as "toon" shading) as well as in scientific visualization, architectural illustration and experimental animation.
3D
Трехмерный NPR – это стиль, наиболее часто встречающийся в видеоиграх и фильмах. Результатом применения этой техники почти всегда является 3D-модель, модифицированная на основе исходной модели для передачи нового художественного стиля. Во многих случаях геометрия модели остается идентичной исходной, изменяется лишь материал, наносимый на поверхность. С ростом доступности программируемых графических процессоров шейдеры позволили применять эффекты NPR к растрированному изображению, отображаемому на экране. Большинство методов NPR, применяемых к 3D-геометрии, направлены на то, чтобы сцена выглядела двухмерной. К методам NPR для 3D-изображений относятся затенение в стиле cel shading и затенение Гуча. Для отрисовки стилизованных контуров и штрихов из 3D-моделей можно использовать различные методы, включая оклюзионные контуры и контуры-намеки (suggestive contours). Для повышения наглядности наиболее полезные технические иллюстрации для технической коммуникации не обязательно должны быть фотореалистичными. Нефотореалистичные изображения, такие как диаграммы "взрыв-схема", значительно облегчают отображение расположения деталей в сложной системе.
Three dimensional NPR is the style that is most commonly seen in video games and movies. The output from this technique is almost always a 3D model that has been modified from the original input model to portray a new artistic style. In many cases, the geometry of the model is identical to the original geometry, and only the material applied to the surface is modified. With increased availability of programmable GPU's, shaders have allowed NPR effects to be applied to the rasterised image that is to be displayed to the screen. The majority of NPR techniques applied to 3D geometry are intended to make the scene appear two dimensional. NPR techniques for 3D images include cel shading and Gooch shading. Many methods can be used to draw stylized outlines and strokes from 3D models, including occluding contours and Suggestive contours. For enhanced legibility, the most useful technical illustrations for technical communication are not necessarily photorealistic. Non photorealistic renderings, such as exploded view diagrams, greatly assist in showing placement of parts in a complex system.
2D
Вход в двухмерную систему NPR обычно представляет собой изображение или видео. Выход, как правило, является художественной интерпретацией входного изображения (например, в стиле акварели, живописи или эскиза), хотя некоторые 2D NPR служат нехудожественным целям, например, визуализации данных. Художественная интерпретация изображений и видео (часто называемая стилизацией изображений) традиционно фокусировалась на эвристических алгоритмах, стремящихся имитировать размещение мазков кисти на цифровом холсте. Вероятно, самым ранним примером 2D NPR является работа Пола Хейберли «Рисование по номерам», представленная на SIGGRAPH 1990. Эта (и подобные интерактивные методы) предоставляют пользователю холст, на котором он может «рисовать» с помощью курсора — по мере рисования на холсте отображается стилизованная версия изображения. Это особенно полезно для тех, кто хочет имитировать различные размеры мазков кисти в разных областях изображения. Впоследствии, в конце 1990-х годов, для автоматизации этого процесса и минимизации взаимодействия с пользователем стали использоваться базовые операции обработки изображений с использованием градиентных операторов или статистических моментов (хотя художественный контроль остаётся за пользователем посредством настройки параметров алгоритмов). Эта автоматизация позволила практически применить 2D NPR к видео, впервые в «живых картинах» фильма «Что снится» (What Dreams May Come, 1998). Более сложные методы абстракции изображений были разработаны в начале 2000-х годов с использованием операторов компьютерного зрения, например, операторов выделения изображения или сегментации, для управления размещением мазков. Примерно в это же время машинное обучение начало оказывать влияние на алгоритмы стилизации изображений, в частности, на аналогию изображений, которая могла научиться имитировать стиль существующего произведения искусства. Появление глубокого обучения вновь активизировало исследования в области стилизации изображений, особенно с помощью алгоритмов переноса стиля (NST), способных имитировать широкий спектр художественных стилей на основе отдельных визуальных примеров. Эти алгоритмы лежат в основе мобильных приложений, таких как Prisma, способных выполнять те же функции.
The input to a two dimensional NPR system is typically an image or video. The output is a typically an artistic rendering of that input imagery (for example in a watercolor, painterly or sketched style) although some 2D NPR serves non artistic purposes e. g. data visualization. The artistic rendering of images and video (often referred to as image stylization) traditionally focused upon heuristic algorithms that seek to simulate the placement of brush strokes on a digital canvas. Arguably, the earliest example of 2D NPR is Paul Haeberli's 'Paint by Numbers' at SIGGRAPH 1990. This (and similar interactive techniques) provide the user with a canvas that they can "paint" on using the cursor — as the user paints, a stylized version of the image is revealed on the canvas. This is especially useful for people who want to simulate different sizes of brush strokes according to different areas of the image. Subsequently, basic image processing operations using gradient operators or statistical moments were used to automate this process and minimize user interaction in the late nineties (although artistic control remains with the user via setting parameters of the algorithms). This automation enabled practical application of 2D NPR to video, for the first time in the living paintings of the movie What Dreams May Come (1998). More sophisticated image abstractions techniques were developed in the early 2000s harnessing computer vision operators e. g. image salience, or segmentation operators to drive stroke placement. Around this time, machine learning began to influence image stylization algorithms notably image analogy that could learn to mimic the style of an existing artwork. The advent of deep learning has re kindled activity in image stylization, notably with neural style transfer (NST) algorithms that can mimic a wide gamut of artistic styles from single visual examples. These algorithms underpin mobile apps capable of the same e. g. Prisma
Помимо вышеупомянутых методов стилизации, к связанному классу методов в 2D NPR относится моделирование художественных материалов. Эти методы включают моделирование диффузии чернил по различным типам бумаги, а также пигментов в воде для имитации акварели.
In addition to the above stylization methods, a related class of techniques in 2D NPR address the simulation of artistic media. These methods include simulating the diffusion of ink through different kinds of paper, and also of pigments through water for simulation of watercolor.
Художественная интерпретация
Художественная визуализация – это применение стилей изобразительного искусства к рендерингу. Для фотореалистичных стилей визуализации акцент делается на точном воспроизведении света и тени, а также поверхностных свойств изображаемых объектов, композиции или других общих характеристик. Когда акцент делается на уникальных интерпретационных стилях, визуальная информация интерпретируется художником и отображается соответствующим образом, используя выбранную художественную технику и уровень абстракции в абстрактном искусстве. В компьютерной графике интерпретационные стили рендеринга известны как нефотореалистичные стили рендеринга, но могут также использоваться для упрощения технических иллюстраций. Стили рендеринга, сочетающие фотореализм с нефотореализмом, называются гиперреалистичными стилями рендеринга.
Artistic rendering is the application of visual art styles to rendering. For photorealistic rendering styles, the emphasis is on accurate reproduction of light and shadow and the surface properties of the depicted objects, composition, or other more generic qualities. When the emphasis is on unique interpretive rendering styles, visual information is interpreted by the artist and displayed accordingly using the chosen art medium and level of abstraction in abstract art. In computer graphics, interpretive rendering styles are known as non photorealistic rendering styles, but may be used to simplify technical illustrations. Rendering styles that combine photorealism with non photorealism are known as hyperrealistic rendering styles.
Известные фильмы и игры
В этом разделе перечислены некоторые знаковые примеры использования методов NPR в фильмах, играх и программном обеспечении. Подробный список применений тонового затенения в играх и фильмах см. в статье «Cel shaded animation».
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
Короткометражные фильмы
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
Technological Threat, 1988 – Раннее использование тонового затенения в сочетании с мультяшными персонажами в стиле Tex Avery.
Gas Planet, 1992 – 3D-рендеринг в технике карандашного наброска (Eric Darnell).
Fishing, 2000 – 3D-рендеринг в стиле акварели (David Gainey).
RoadHeadSnack and Drink, 1998–1999 – Короткометражные фильмы, созданные с использованием Rotoshop (Bob Sabiston).
Ryan, 2004 – Нелинейная проекция и другие искажения 3D-геометрии.
The Girl Who Cried Flowers, 2008 – Рендеринг в стиле акварели (Auryn).
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
Полнометражные фильмы
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
What Dreams May Come, 1998 – Живописный рендеринг в последовательности «нарисованного мира».
Tarzan, 1999 – Первое использование системы "Deep Canvas" от Disney.
Waking Life, 2001 – Первое использование Rotoshop в полнометражном фильме.
A Scanner Darkly, 2006 – "15-месячный процесс анимации".
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
Видеоигры и другое программное обеспечение
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.
Jet Set Radio, 2000 – Раннее использование тонового затенения в видеоиграх.
SketchUp, 2000 – Программное обеспечение для моделирования, похожее на эскиз, с тоновым рендерингом.
The Legend of Zelda: The Wind Waker, 2002 – Одна из самых известных игр с cel shading.
Valkyria Chronicles, 2008 – Использует ряд методов NPR в игре, включая затенение, похожее на эскиз.
XIII, 2003 – Игра, выполненная максимально в стиле комикса.
Ōkami, 2006 – Игра, визуальный стиль которой имитирует суми-э (японская живопись тушью).
Guilty Gear Xrd, 2014 – Файтинг, использующий cel shaded 3D-персонажей с ограниченной анимацией для имитации внешнего вида 2D-спрайтов.
Vue Xstream, 2015 – Программное обеспечение для создания 3D-окружения с NPR-рендерером и различными предустановками, имитирующими традиционные художественные стили.
Return of the Obra Dinn, 2018 – 3D-игра, выполненная в уникальном монохромном пуантилистском стиле.
Manifold Garden, 2019 – 3D-головоломка с использованием невозможной геометрии, примечательная своими новыми техниками затенения граней.
This section lists some seminal uses of NPR techniques in films, games and software. See cel shaded animation for a list of uses of toon shading in games and movies. Short films Technological Threat 1988 Early use of toon shading together with Tex Avery style cartoon characters Gas Planet 1992 Pencil sketching 3D rendering by Eric Darnell Fishing 2000 Watercolor style 3D rendering David Gainey RoadHeadSnack and Drink 19981999 Short films created with Rotoshop by Bob Sabiston Ryan 2004 Nonlinear projection and other distortions of 3D geometry The Girl Who Cried Flowers 2008 Watercolor style rendering by Auryn Feature films What Dreams May Come 1998 Painterly rendering in the "painted world" sequence Tarzan 1999 First use of Disney's "Deep Canvas" system Waking Life 2001 First use of rotoshop in a feature film A Scanner Darkly 2006 "a 15 month animation process" Video games and other software Jet Set Radio 2000 Early use of toon shading in video games SketchUp 2000 Sketch like modelling software with toon rendering The Legend of Zelda: The Wind Waker 2002 One of the most well known cel shaded games Valkyria Chronicles 2008 Uses a number of NPR techniques in the game, including a sketch like shading method XIII 2003 A game made as "comic" like as possible Ōkami 2006 A game whose visuals emulate the style of sumi e (Japanese ink wash painting) Guilty Gear Xrd2014Fighting game using cel shaded 3D characters with limited animation to imitate the look of 2D sprites Vue Xstream 2015 3D environment creation software featuring an NPR renderer with various traditional art style emulating presets Return of the Obra Dinn 2018 A 3D game rendered in a unique monochrome, pointillist style Manifold Garden 2019 A 3D puzzle game using impossible geometry, notable for its novel edge shading techniques.