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BY DMYTRO TKACHUK COMPUTER GRAPHICS SEMINAR Non Photorealistic Rendering
Non Photorealistic Rendering BY DMYTRO TKACHUK COMPUTER GRAPHICS SEMINAR Non photorealistic rendering Non photorealistic rendering (NPR) is a process by which computer engineers try to animate and represent items inspired by paintings, drawings, cartoons and other sources that do not feature photorealism. Usage of NPR 1. Entertainment • Cartoons • Movies • Games • Illustrations 2. Technical illustrations • Architectural drawings • Assemblies • Exploded view diagrams 3. Smart depiction systems Cel Shading Cel Shading, also called toon shading, is a 3D technique based on a specific shading method, which recreates the look of traditional 2D animation cels with the use of flat colours and used for shading 3D objects in a unrealistic way. But it’s not only referred to a shading method, nowadays Cel Shading is known also and more generally as an artistic style/method of making 3D graphics seem cartoonish with the use of specifically colored textures, and also using outlines to simulate drawing lines. Cel shading Cel shading: how it works Shading Cel shading effect is generated from 3D object’s normals. Each normal has it’s own angle, which is determined between its direction and the lighting point. It calculates the respective cosine and applies a specific tone to that faces/area. Consequently, when the angle between normal and light is zero, the tone will be brighter. When the angle increases the tone will become darker. Cel shading: how it works Shading The different tones are flat and change without gradients, simulating cell painting style. Depending on the style, the number of tones can be increased or decreased. Cel shading: how it works Outline Sometimes to achieve cartoon look, computer graphics developers include black outlines simulating drawing strokes. -
ECSE 4961/6961: Computer Vision and Graphics for Digital Arts Dvds for the Week of September 24–28
ECSE 4961/6961: Computer Vision and Graphics for Digital Arts DVDs for the week of September 24–28 What Dreams May Come (Sept 24) Start with Chapter 6 (“Painting Your Own Surroundings”) about 24 minutes in. The setting is that the Robin Williams character has died and finds out that heaven, for him, is to be inside one of his wife’s paintings. There are some interesting effects reminiscent (although probably not technically related to) Hertzmann’s paper on painterly rendering. At about 25:30 there’s a shot with the camera pushing forward through flowers and plants. At about 28:00 there are some effects of sun-dappled water that capture a painterly feel. At 29:00 there’s a short clip of a bird flying through an expressionistic sky. You can stop watching around 32:00 (when the characters enter the house). Next, go to the extras and select the featurette. Skip forward to about 11:00 through 13:30 when the director and effects artists discuss how the painterly effect was achieved, and show some raw footage and steps to achieving the final effect. Discuss similarities and differences to Hertzmann, extensions and inspirations, technical strengths and weaknesses, etc. A Scanner Darkly (Sept 24) The whole movie is probably worth watching, but in the interest of keeping the video part to 15-20 minutes, I suggest going directly to the extras section of the disc. Watch the Theatrical Trailer, which gives a pretty good overview of the animation style in different scenes. Then watch the extra titled “The Weight of the Line: Animation Tales”. -
AIM Awards Level 3 Certificate in Creative and Digital Media (QCF) Qualification Specification V2 ©Version AIM Awards 2 – 2014May 2015
AIM Awards Level 3 Certificate in Creative and Digital Media (QCF) AIM Awards Level 3 Certificate In Creative And Digital Media (QCF) Qualification Specification V2 ©Version AIM Awards 2 – 2014May 2015 AIM Awards Level 3 Certificate in Creative and Digital Media (QCF) 601/3355/7 2 AIM Awards Level 3 Certificate In Creative And Digital Media (QCF) Qualification Specification V2 © AIM Awards 2014 Contents Page Section One – Qualification Overview 4 Section Two - Structure and Content 9 Section Three – Assessment and Quality Assurance 277 Section Four – Operational Guidance 283 Section Five – Appendices 285 Appendix 1 – AIM Awards Glossary of Assessment Terms 287 Appendix 2 – QCF Level Descriptors 290 3 AIM Awards Level 3 Certificate In Creative And Digital Media (QCF) Qualification Specification V2 © AIM Awards 2014 Section 1 Qualification Overview 4 AIM Awards Level 3 Certificate In Creative And Digital Media (QCF) Qualification Specification V2 © AIM Awards 2014 Section One Qualification Overview Introduction Welcome to the AIM Awards Qualification Specification. We want to make your experience of working with AIM Awards as pleasant as possible. AIM Awards is a national Awarding Organisation, offering a large number of Ofqual regulated qualifications at different levels and in a wide range of subject areas. Our qualifications are flexible enough to be delivered in a range of settings, from small providers to large colleges and in the workplace both nationally and internationally. We pride ourselves on offering the best possible customer service, and are always on hand to help if you have any questions. Our organisational structure and business processes enable us to be able to respond quickly to the needs of customers to develop new products that meet their specific needs. -
Art Styles in Computer Games and the Default Bias
University of Huddersfield Repository Jarvis, Nathan Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Original Citation Jarvis, Nathan (2013) Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/19756/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ THE UNIVERSITY OF HUDDERSFIELD Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Master of Research (MRes) Thesis Nathan Jarvis - U0859020010 18/09/2013 Supervisor: Daryl Marples Co-Supervisor: Duke Gledhill 1.0.0 – Contents. 1.0.0 – CONTENTS. 1 2.0.0 – ABSTRACT. 4 2.1.0 – LITERATURE REVIEW. 4 2.2.0 – SUMMARY OF CHANGES (SEPTEMBER 2013). -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
TUGBOAT Volume 26, Number 1 / 2005 Practical
TUGBOAT Volume 26, Number 1 / 2005 Practical TEX 2005 Conference Proceedings General Delivery 3 Karl Berry / From the president 3 Barbara Beeton / Editorial comments Old TUGboat issues go electronic; CTAN anouncement archives; Another LATEX manual — for word processor users; Create your own alphabet; Type design exhibition “Letras Latinas”; The cost of a bad proofreader; Looking at the same text in different ways: CSS on the web; Some comments on mathematical typesetting 5 Barbara Beeton / Hyphenation exception log A L TEX 7 Pedro Quaresma / Stacks in TEX Graphics 10 Denis Roegel / Kissing circles: A French romance in MetaPost Software & Tools 17 Tristan Miller / Using the RPM package manager for (LA)TEX packages Practical TEX 2005 29 Conference program, delegates, and sponsors 31 Peter Flom and Tristan Miller / Impressions from PracTEX’05 Keynote 33 Nelson Beebe / The design of TEX and METAFONT: A retrospective Talks 52 Peter Flom / ALATEX fledgling struggles to take flight 56 Anita Schwartz / The art of LATEX problem solving 59 Klaus H¨oppner / Strategies for including graphics in LATEX documents 63 Joseph Hogg / Making a booklet 66 Peter Flynn / LATEX on the Web 68 Andrew Mertz and William Slough / Beamer by example 74 Kaveh Bazargan / Batch Commander: A graphical user interface for TEX 81 David Ignat / Word to LATEX for a large, multi-author scientific paper 85 Tristan Miller / Biblet: A portable BIBTEX bibliography style for generating highly customizable XHTML 97 Abstracts (Allen, Burt, Fehd, Gurari, Janc, Kew, Peter) News 99 Calendar TUG Business 104 Institutional members Advertisements 104 TEX consulting and production services 101 Silmaril Consultants 101 Joe Hogg 101 Carleton Production Centre 102 Personal TEX, Inc. -
Enhanced Cartoon and Comic Rendering
EUROGRAPHICS 2006 / D. W. Fellner and C. Hansen Short Papers Enhanced Cartoon and Comic Rendering Martin Spindler † and Niklas Röber and Robert Döhring ‡ and Maic Masuch Department of Simulation and Graphics, Otto-von-Guericke University of Magdeburg, Germany Abstract In this work we present an extension to common cel shading techniques, and describe four new cartoon-like ren- dering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, and pseudo edges. Our work was mainly motivated by the rich set of stylistic elements and expressional possibili- ties within the medium comic. In particular, we were inspired by Miller’s “Sin City” and McFarlane’s “Spawn”. We designed algorithms for these styles, developed a real-time implementation and integrated it into a regular 3D game engine. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture 1. Introduction many cases, these techniques are better in emphasizing the essential aspects of a concept, when compared to a photore- For some years, the field of non-photorealistic rendering atlistic rendition. (NPR) has also focused on the representation of comic-like computer graphics, being limited to typical characteristics Another traditional technique, known as cartoon- or cel of cel shading. The gap in the expressiveness of traditional shading, has also found its way into the field of computer comics over their adoption in computer applications still re- graphics [Dec96, LMHB00]. Since its origin is in comic mains, because only little research has been done in reflect- books and cartoon movies, this technique is often used in ing, which artistic style is appropriate for a certain purpose, entertaining environments, such as computer games [Ubi]. -
The Terminator by John Wills
The Terminator By John Wills “The Terminator” is a cult time-travel story pitting hu- mans against machines. Authored and directed by James Cameron, the movie features Arnold Schwarzenegger, Linda Hamilton and Michael Biehn in leading roles. It launched Cameron as a major film di- rector, and, along with “Conan the Barbarian” (1982), established Schwarzenegger as a box office star. James Cameron directed his first movie “Xenogenesis” in 1978. A 12-minute long, $20,000 picture, “Xenogenesis” depicted a young man and woman trapped in a spaceship dominated by power- ful and hostile robots. It introduced what would be- come enduring Cameron themes: space exploration, machine sentience and epic scale. In the early 1980s, Cameron worked with Roger Corman on a number of film projects, assisting with special effects and the design of sets, before directing “Piranha II” (1981) as his debut feature. Cameron then turned to writing a science fiction movie script based around a cyborg from 2029AD travelling through time to con- Artwork from the cover of the film’s DVD release by MGM temporary Los Angeles to kill a waitress whose as Home Entertainment. The Library of Congress Collection. yet unborn son is destined to lead a resistance movement against a future cyborg army. With the input of friend Bill Wisher along with producer Gale weeks. However, critical reception hinted at longer- Anne Hurd (Hurd and Cameron had both worked for lasting appeal. “Variety” enthused over the picture: Roger Corman), Cameron finished a draft script in “a blazing, cinematic comic book, full of virtuoso May 1982. After some trouble finding industry back- moviemaking, terrific momentum, solid performances ers, Orion agreed to distribute the picture with and a compelling story.” Janet Maslin for the “New Hemdale Pictures financing it. -
WARGAMES: WHEN HACKING WENT MAINSTREAM Tuesday, September 20, 2011 - 11:40 AM by Alex Goldman / PJ Vogt
WHERE TO LISTEN CONTACT US WARGAMES: WHEN HACKING WENT MAINSTREAM Tuesday, September 20, 2011 - 11:40 AM By Alex Goldman / PJ Vogt Share Tweet 9 Like 0 The concept of hacking entered the American popular imagination through a fairly unlikely medium – the Hollywood blockbuster. Specifically, the 1983 film Wargames, about a high school hacker whose computer tampering nearly starts a nuclear war. Conservative Bloggers Vindicated, Advice When WarGames was released, the way that people used for Leakers, and More computers had just dramatically changed. Computers, which had An 11-year-old and his 3D printer once been solely the province of big research universities, had Who’s gonna pay for this stuff? become small and fast enough to make their way into the homes A Journalistic Civil War Odyssey of hobbyists in the 1970's. WarGames was released during the A New Incentive for Cord Cutters lifespan of the Apple II and the IBM PC 5150, some of the first A Source for Sources truly successful mass marketed home computers. Web Only Audio Extra - TV Cord Cutters (MGM/United Artists) Angelina Jolie's Secret Test Results With IRS Scandal, Conservative Bloggers JOIN THE DISCUSSION [3] Feel Vindicated Brooke Gladstone + Cyndi Lauper WarGames trailer FEEDS On The Media : Latest Episodes (Atom) On The Media : Latest Stories (Atom) On the Media Feed (Atom) hack week Feed (Atom) On The Media Podcast However, when the film was pitched, no one really understood its premise. The script was rejected by numerous studios. According to the filmmakers, one basic problem was that no one knew what genre it fit into – the technology depicted in the movie (for instance, dial-up modems) was so new that studio representatives thought the movie only made sense as science fiction. -
Women in Film Time: Forty Years of the Alien Series (1979–2019)
IAFOR Journal of Arts & Humanities Volume 6 – Issue 2 – Autumn 2019 Women in Film Time: Forty Years of the Alien Series (1979–2019) Susan George, University of Delhi, India. Abstract Cultural theorists have had much to read into the Alien science fiction film series, with assessments that commonly focus on a central female ‘heroine,’ cast in narratives that hinge on themes of motherhood, female monstrosity, birth/death metaphors, empire, colony, capitalism, and so on. The films’ overarching concerns with the paradoxes of nature, culture, body and external materiality, lead us to concur with Stephen Mulhall’s conclusion that these concerns revolve around the issue of “the relation of human identity to embodiment”. This paper uses these cultural readings as an entry point for a tangential study of the Alien films centring on the subject of time. Spanning the entire series of four original films and two recent prequels, this essay questions whether the Alien series makes that cerebral effort to investigate the operations of “the feminine” through the space of horror/adventure/science fiction, and whether the films also produce any deliberate comment on either the lived experience of women’s time in these genres, or of film time in these genres as perceived by the female viewer. Keywords: Alien, SF, time, feminine, film 59 IAFOR Journal of Arts & Humanities Volume 6 – Issue 2 – Autumn 2019 Alien Films that Philosophise Ridley Scott’s 1979 S/F-horror film Alien spawned not only a remarkable forty-year cinema obsession that has resulted in six specific franchise sequels and prequels till date, but also a considerable amount of scholarly interest around the series. -
Demon Girl Power: Regimes of Form and Force in Videogames Primal and Buffy the Vampire Slayer
Demon Girl Power: Regimes of Form and Force in videogames Primal and Buffy the Vampire Slayer Tanya Krzywinska Brunel University Abstract 'There's nothing like a spot of demon slaughter to make a girl's night' Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars. As with most other media, the game industry tends to follow and expand on established lucrative formats to secure an established market share. Given the capacity of videogames to create imaginary worlds in 3D that can be interacted with, it is not perhaps surprising that pre-established worlds are common in videogames, as is the case with Buffy the Vampire Slayer (there are currently three videogames based on the cult TV show 2000-2003), but in other games worlds have to be built from scratch, as is the case with Primal (2003). With the mainstream media's current romance with kick- ass action heroines, the advantage of female animated game avatars is their potential to broaden the appeal of games across genders. This is however a double-edged affair: as well as appealing to what might be a termed a post-feminist market, animated forms enable hyper-feminine proportions and impossible vigour. I argue that becoming demon - afforded by the plasticity of animation –- in these games troubles the representational qualities ordinarily afforded to female avatars in videogames. But I also argue that theories of representation are insufficient for a full understanding of the formal particularities of videogames and as such it is crucial to address the impact of media-specific attributes of videogames on the interpellation of players into the game space and the way that power regimes are organised. -
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2012 Jessica L. Aldred Library and Archives Bibliotheque et Canada Archives Canada Published Heritage Direction du 1+1 Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-94206-2 Our file Notre reference ISBN: 978-0-494-94206-2 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distrbute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation.