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A super realistic painting : simplicity to complexityPernell, Anthony R. January 1983 (has links)
This creative project illustrated the painting process used to execute a Super Realistic Style painting. The background information that was covered in the paper explored the essence of the Super Realistic movement. The end product of this creative project was a Super Realistic painting and a series of slides that illustrated the painting process from beginning to end.
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Five photo-realists processes and perceptions /Pines, Suzanne. January 1979 (has links)
Report (Ed. D.)--Teachers College. / Typescript; issued also on microfilm. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaf 466).
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The significance of the photographic messageFuller, David, 1960- January 1989 (has links)
Photographic realism is an effective framework for communicating meaning. In other words, the purpose is to convey an idea--not, for example, to depict a landscape. Misuse of photographic images may arise from a photographer's deliberate attempt to imbue an image with the meaning he or she desires. Thus, we might question photography's objective nature, although this should not be confused with realism. The latter refers to the imitative or representational quality of the subject, the former refers to scientific validity or truth. The issue of objectivity suggests useful concepts for art education. First, this paper considers photographic realism--technique is not a primary concern. Second, procedures that can alter realism are made evident. By understanding and using these methods, a student can more successfully comprehend and alter the photographic message.
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(re)construct exploring objecthood in a digital age /Jones, Patrick L. January 1900 (has links)
Thesis (M.F.A.)--West Virginia University, 2009. / Title from document title page. Document formatted into pages; contains iv, 57 p. : col. ill. Vita. Includes abstract. Includes bibliographical references (p. 37).
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View-dependent image-based techniques for fast rendering of complex environments /Shade, Jonathan Ward, January 2004 (has links)
Thesis (Ph. D.)--University of Washington, 2004. / Vita. Includes bibliographical references (p. 125-136).
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Blur : Gerhard Richter and the photographic in painting /Hawker, Rosemary January 2006 (has links) (PDF)
Thesis (Ph.D) - University of Queensland, 2007. / Includes bibliography.
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An authoring tool of photo-realistic virtual objects for augmented realityde Sousa Moura, Guilherme 31 January 2010 (has links)
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Previous issue date: 2010 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Esta dissertação de mestrado apresenta uma ferramenta de autoria para
auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de
renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma
API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos
virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os
parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE),
com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O
resultado final da edição pode ser exportado para uma outra aplicação que utilize
a API de fotorrealismo e o motor de renderização citados. Um estudo de caso
referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado
de forma a avaliar a ferramenta desenvolvida
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Issues involved in Real-Time Rendering of Virtual EnvironmentsMalhotra, Priya 16 October 2002 (has links)
This thesis explores the issues involved in modeling and rendering virtual environments with special emphasis on photo-realistic visualization and optimizing models for real-time applications.
Architectural walk-through systems are expected to give convincingly realistic interactive visualizations of complex virtual environments (Brooks, 1986). This pursued high degree impression of reality enhanced by interactivity, leads the user into a state of immersion, or the suspension of disbelief. The use of these systems ranges from virtual prototyping of building designs, stage and set lighting design, and architectural design reviews where the demands for greater realism and higher frame rates are always increasing. Until recently, the major focus has been on quickly rendering a complex model, rather than on photo-realism. The primary goal was reducing the number of graphics primitives rendered per frame without noticeably degrading image quality.
The aim of this research is to study some of the real-time rendering and illumination techniques, bringing out the limitations and advantages of each. In addition the study investigates the extent of inclusion of standard 3 Dimensional modeling packages in the methodology pipeline, providing architects and designers with some guidelines for photo-realistic visualization and real-time simulation of their models.
This is demonstrated through an example model of Tadao Ando's Church on the Water. A 3D photo-realistic reconstruction and real-time simulation is attempted, using widely available standard tools. The aim is to develop a methodology for building a compelling, interactive and highly realistic virtual representation. The whole methodology is based not on proprietary commercial 3D game engines, but on international open standard programming languages and API's, while leaving the user to freely select and use his/her 3D character-modeling package of choice. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided. / Master of Science
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A Study on the Perceived Realism Of Strand-based Hair Simulated By Style : Evaluating Real-time Hair-simulation in Unreal Engine 4Larsson-Ståhl, Jennifer January 2020 (has links)
Background. In order to increase the visual fidelity of characters in video games, strand-based hair rendering within Unreal Engine 4 is explored in this thesis. Because of the complex nature of hair, explicit hair models can be very costly to render and simulate. It is theorized that utilizing customized hair and simulation settings, tailored to specific types of hairstyles could alleviate this issue while preserving visual fidelity. Objectives. The aim of this thesis is to provide an insight into what can be done to increase visual appeal and computer performance of physical simulation for different types of hairstyles and determine if customized settings may cause a significant impact on the perceived level of realism. The objectives of this thesis are to acquire a set of different strand-based hairstyles, determine a set of customized hair and simulation settings which can be applied to them, create a test scene inside of Unreal Engine 4 and render out a set of images and videos to be used in a user experiment, measure the performance of each customized setting and finally synthesize the acquired data. Methods. In order to achieve the aims and objectives of this thesis, a user experiment that utilizes the 2AFC method to let participants compare image- and video-pairs is performed as well as a performance experiment using the built-in profiling tools in Unreal Engine 4. In addition, a pilot experiment was performed in order to ascertain that the experiments would be feasible on the available hardware. Results. The results show that there was a significant difference in the perceived level of realism when different simulation settings was applied to the hairstyles, with customized settings being preferred to the default setting. The voting results on the image-pairs showed a preference for fine hair strands while the strand count did not have as much of an impact. It was shown that participants could easier distinguish between the different simulation- and hair-settings in long hair compared to short hair. The performance experiment showed that the amount of hair strands had the biggest impact on computer performance. Conclusions. Customizing hair and simulation settings to different types of hairstyles could provide a heightened perceived level of realism and a limited performance boost, from what could be derived from these experiments. Lowering the hair strand count was determined to be the most effective method of increasing performance. The performance of strand-based hair is currently not quite reaching a consistent 60 frames per second on the tested hardware, but with further optimizations it is believed that this could be acquired, especially on more powerful graphics cards. Future work should keep focus on increasing the stability of real-time strand-based hair simulation.
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