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當(dāng)前位置: 首頁出版圖書科學(xué)技術(shù)計(jì)算機(jī)/網(wǎng)絡(luò)計(jì)算機(jī)輔助設(shè)計(jì)與工程計(jì)算藝術(shù)化繪制的圖形學(xué)原理與方法

藝術(shù)化繪制的圖形學(xué)原理與方法

藝術(shù)化繪制的圖形學(xué)原理與方法

定 價(jià):¥160.00

作 者: 耿衛(wèi)東 著
出版社: 浙江大學(xué)出版社
叢編項(xiàng):
標(biāo) 簽: 輔助設(shè)計(jì)與工程計(jì)算 計(jì)算機(jī)與互聯(lián)網(wǎng)

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ISBN: 9787308066006 出版時(shí)間: 1900-01-01 包裝: 精裝
開本: 16開 頁數(shù): 359 字?jǐn)?shù):  

內(nèi)容簡介

  The Algorithms and Principles of Non-photorealistic Graphics Artistic Rendering and Cartoon Animation provides a conceptual framework for and comprehensive and up-to-date coverage ofresearch on non-photorealistic computer graphics including methodologies,algorithnas and software tools dedicated to generating artistic and meaningful images and animations.’Ibis bookmainly discusses how to create art from a blank canvas,how to convert the source images into pictures with the desired visual effects,how to generate artistic renditions from 3D models,how to synthesize expressive pictures from textual,graphical and pictorial data、and how to speed up the production of cartoon animation sequences with temporal coherence.It is intended for researchers and graduate students in the fields of computer graphics,digital media arts,and cartoon animation.Dr.Weidong Geng is a professor at the Department of Digital Media Technology and State Key Laboratory of Computer Aided Design and Computer Graphics,Zhejiang University,China.

作者簡介

暫缺《藝術(shù)化繪制的圖形學(xué)原理與方法》作者簡介

圖書目錄

1 Introduction
1.1 The Brief History: from Photorealism to Non-photorealism
1.2 What is Non-photorealistic Computer Graphics
1.2.1 Image, Picture, and Visualization
1.2.2 Photorealistic versus Non-photorealistic Rendering
1.3 The Framework for Non-photorealistic Computer Graphics
References
2 Simulating Artistic Media for Digitized Creation of
Artworks
2.1 Stroke-based Artistic Drawing
2.1.1 Interactive Drawing Based on Brushstrokes
2.1.2 Pen-and-ink Illustration by Stroke Textures
2.1.3 Interactive Pencil Drawing
2.1.4 Simulating Wax Crayons
2.2 Oriental Calligraphy and Black Ink Painting
2.2.1 Modeling of Soft Brushes
2.2.2 Calligraphy with Soft Brushes
2.2.3 Oriental Black Ink Painting
2.3 Simulation of a Colored Painting
2.3.1 The Computational Model of Rendering Colored Pigments
2.3.2 Simulation of Watercolor Painting
2.3.3 Simulation of Oil Painting
2.4 Digitized Sculpting
2.4.1 Digitized Wood Sculpting
2.4.2 Digitized Metal Embossing
2.5 Creation of Artwork in a Virtual Environment
2.6 Summary
References
3 Computer-aided Design of Art Patterns
3.1 The Overview of Art Pattern Design
3.2 Art Pattern Creation by Fractals
3.3 Art Pattern Creation by Shape Grammars
3.4 Layout-based Creation of Art Patterns
3.4.1 Novel Layout Creation Based on Regular Structures
3.4.2 Layout Creation Integrated with Fabrication Craft
3.4.3 Art Pattern Creation by Stylized Layout
3.5 Knowledge-based Creation of Art Patterns
3.5.1 Aesthetical Knowledge Representation for Art
Pattern Generation
3.5.2 Generation of Art Patterns by Synthesis Reasoning
3.6 Summary
References
4 Artistic Painting by Reference Images
4.1 Artistic Effect Generation by Pixel-level Image Processing
4.1.1 Artistic Processing via Digital Half-toning
4.1.2 Artistic Processing with Heuristic Rules
4.2 Converting Images into Artistic Painting by Strokes
4.2.1 Image-based Stippling Drawing
4.2.2 Image-based Mosaic and Stained Glass Simulation
4.2.3 Image-based Pen-and-ink Illustration
4.2.4 Image-based Pencil Drawing
4.2.5 Image-based Oriental Painting
4.2.6 Image-based Colored Painting
4.3 Artistic Transfer of Color and Texture from Reference Images
4.3.1 Artistic Transfer of Color
4.3.2 Artistic Transfer of Texture
4.4 Image-based Painting Driven by Examples
4.4.1 Painting Style Simulation by Image Analogy
4.4.2 Artistic Painting Generation by Stroke Templates from Examples
4.5 Summary
References
5 Artistic Rendering for 3D Object
5.1 Artistic Rendering Based on Traditional 3D Rendering
Pipeline
5.1.1 Non-photorealistic Lighting Model
5.1.2 Non-realistic Projection
5.1.3 Non-photorealistic Texture Mapping and Synthesis
5.2 Non-photorealistic Rendering with Interim Images
5.2.1 Pen-and-ink Illustration from 3D Object
5.2.2 Pencil Drawing from 3D Polygonal Object
5.2.3 Chinese Painting from 3D Model
5.2.4 Colorful Painting from 3D Model
5.3 Artistic Silhouette and Line-drawing for 3D Model
5.3.1 Silhouette Rendering from 3D Polygonal Object
5.3.2 Line-drawing for 3D Surface
5.4 Artistic Rendering for 3D Landscape
5.4.1 Artistic Simulation by Placing Artistic Particles and Strokes on the 3D Surface
5.4.2 Artistic Rendering of Plants Based on Their 3D Structure
5.4.3 Artistic Rendition for Point-based Models
5.5 Artistic Illustration of Volume-based Models
5.5.1 Artistic Rendering of Surface Features of Volume Model
5.5.2 Artistic Illustration of Internal Structure of Volume Model
5.6 Summary
References
6 Expressive Rendering
6.1 Comprehensible Rendering
6.1.1 Enhancement of Rendering by Emphasis of Visual Cues
6.1.2 Cutaway Illustration
6.1.3 Comprehensive Rendering via Composite Viewpoints
6.2 Shape-conveying Illustrations
6.2.1 Expressing Shape Features via Stroke Texture
6.2.2 Expressing Shape Features by Selective Depiction
6.3 Intent-based 3D Illustration
6.3.1 Intent Communication by Multimedia Presentation
6.3.2 Interpreting Intent by Graphical Abstraction
6.3.3 Visual Explanation of Iconic Symbols
6.4 Expressive Rendering for Transparency
6.5 Summary
References
7 Computer-assisted Cartoon Animation by Traditional Production Pipeline
7.1 The Traditional Animation Process
7.2 The Role of the Computer in Traditional 2D Animation
7.3 Computer-assisted Coloring
7.3.1 Auto-coloring of Inbetweening Frames
7.3.2 Colorizing Black-and-white Cartoons
7.4 Computer-assisted Inbetweening
7.4.1 Generation of Inbetween Poses
7.4.2 Generation of inbetweening Facial Expression
7.5 Summary
References
8 Novel Approaches to Computer-assisted Cartoon Animation
8.1 Video Driven Cartoon Animation
8.1.1 Directly Converting Video Segment into Painterly Animation
8.1.2 Contour-based Animation Generation from Video
8.1.3 Video-driven Facial Animation with Style
8.2 Cartoon Production Integrated with 3D Geometric Elements
8.2.1 Automated inbetweening by the 3D Approximate Model
8.2.2 Cartoon Animation by 3D Canvas
8.2.3 Cartoon Animation by View-dependent Geometry
8.3 Cartoon Generation by Temporal Coherent Rendering
8.4 Cartoon Generation Together with 3D Graphical Processing Techniques
8.4.1 Cartoon Production Integrated with 3D Transformation
8.4.2 Cartoon Animation Enhanced with Artistic Texture Mapping
8.4.3 Cartoon Motions Augmented by 3D Physical Models.
8.4.4 Stylized Highlight and Shadow Generation for Cartoon Animation
8.5 Cartoon Production via Reuse of Traditional Animation
8.5.1 Reusing Visual Style for Cartoon Animation
8.5.2 Reusing Motions for Cartoon Animation
8.6 Summary
References
9 Perspectives of Non-photorealistic Computer Graphics
References
Index

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