Artists have been using brush strokes to generate abstractions and interpretations
of the world they view, however this process is very time consuming. Many recent and
diverse techniques attempt to mimic the process on a computer that an artist would
go through to generate a painting; an area of research is a ectionately nick-named
"painterly rendering". These applications emulate the effects of an artist's handiwork
with dramatically less time invested in the process. I present a method to adapt
painterly rendering for real-time simulations or video games, such that the images may
appear to have been painted by hand. The work described in this document focuses
on three problem areas posed for a real-time solution for painterly-rendering: brush
stroke generation, temporal coherence between frames and performance. The solution
presented here intends to solve these three fundamental issues with the intent to layer
these methods on top of real-time applications using current generation consumer
hardware. / Graduate
Identifer | oai:union.ndltd.org:uvic.ca/oai:dspace.library.uvic.ca:1828/3244 |
Date | 19 April 2011 |
Creators | Krazanowski, Michael P. |
Contributors | Wyvill, Brian |
Source Sets | University of Victoria |
Language | English, English |
Detected Language | English |
Type | Thesis |
Rights | Available to the World Wide Web |
Page generated in 0.0021 seconds