Stylisation Temporellement Cohérente D'animations 3D Basée Sur Des

Total Page:16

File Type:pdf, Size:1020Kb

Stylisation Temporellement Cohérente D'animations 3D Basée Sur Des Stylisation temporellement cohérente d’animations 3D basée sur des textures Pierre Bénard To cite this version: Pierre Bénard. Stylisation temporellement cohérente d’animations 3D basée sur des textures. Math- ématiques générales [math.GM]. Université de Grenoble, 2011. Français. NNT : 2011GRENM024. tel-00630112 HAL Id: tel-00630112 https://tel.archives-ouvertes.fr/tel-00630112 Submitted on 7 Oct 2011 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Pierre Bénard Thèse dirigée par François Sillion et codirigée par Joëlle Thollot préparée au sein du Laboratoire Jean Kuntzmann dans l’École Doctorale Mathématiques, Sciences et Technologies de l’Information, Informatique Stylisation temporellement cohérente d’animations 3D basée sur des textures Temporally Coherent Stylization of 3D Animations based on Textures Thèse soutenue publiquement le 7 juillet 2011, devant le jury composé de : Marie-Paule Cani Professeur à l’université de Grenoble, Présidente Bernard Péroche Professeur à l’université Claude Bernard Lyon 1, Rapporteur Aaron Hertzmann Professeur associé à l’université de Toronto, Rapporteur Adam Finkelstein Professeur associé à l’université de Princeton, Examinateur François Sillion Directeur de Recherche à l’INRIA, Directeur de thèse Joëlle Thollot Professeur à l’université de Grenoble, Co-Directeur de thèse Pierre Bénard: Stylisation temporellement cohérente d’animations 3D basée sur des textures, Thèse de l’Université de Grenoble, © 7 juillet 2011 RÉSUMÉ Cette thèse s’inscrit dans le thème du rendu expressif qui vise à définir des outils de création et de traitement d’images ou d’animations stylisées. Les applications concernent tous les métiers nécessitant une représentation visuelle stylisée : créa- tion artistique (jeux vidéo, film d’animation, dessins animés), restitution archéolo- gique, documentation technique, etc. Outre les qualités et l’expressivité du style, un critère fondamental de qualité d’une image est l’absence d’artefacts visuels. Cette considération a toujours existé, mais elle est particulièrement importante dans le cas de l’informatique graphique. En effet, la nature même de l’image – des pixels discrets – est source d’artefacts. Les artefacts sont encore plus visibles lorsque l’on s’intéresse aux animations, des artefacts temporels s’ajoutant aux artefacts spatiaux. Définir précisément ces artefacts est complexe car certains imperfections d’un style peuvent aussi être désirables et faire partie de ses qualités. L’objectif de cette thèse est d’une part d’analyser et d’évaluer perceptuellement ces artefacts, et d’autre part de proposer de nouvelles méthodes de stylisation d’animations 3D temps-réel. Nous présentons tout d’abord un ensemble de techniques pour créer et assurer la cohérence de dessins au trait extraits de scènes 3D animées. Nous proposons ensuite deux méthodes de stylisation des régions de couleur permettant la créa- tions d’un grand nombre de motifs. Le point commun à toutes ces approches est la représentation du médium simulé (pigment d’aquarelle, coup de crayon ou de pinceau...) par une texture évoluant au cours de l’animation. Nous décrivons en- fin deux expériences utilisateurs visant à évaluer perceptuellement la qualité des résultats produits par ce type de techniques. Mots clés : Rendu Non-Photoréaliste, Cohérence Temporelle, Textures. iii ABSTRACT This PhD thesis deals with non-photorealistic rendering, a sub-field of computer graphics which aims at defining creation and processing tools to stylize images and animations. It has applications in all the fields that need stylized depictions, such as entertainment (e. g., video games, animated films, cartoons), virtual her- itage, technical illustration, etc. Besides quality and expression of style, a crucial criterion to assert the quality of an image is the absence of visual artifacts. While already true for traditional art, this consideration is especially important in computer graphics. Indeed the intrin- sic discrete nature of an image can lead to artifacts. This is even more noticeable during animations, as temporal artifacts are added to spatial ones. Precisely defin- ing these artifacts is complex as certain flaws of a given style may be part of its unique and desirable quality (e. g., the imperfections in a hand-made work). The goal of this thesis is twofold: (1) To analyse and perceptually evaluate these artifacts; (2) To propose new methods for stylizing real-time 3D animations. First we present a set of techniques to ensure the coherence of line drawings ex- tracted form 3D animated scenes. Then we propose two methods to stylize shaded regions, which allow to create a wide variety of patterns. The shared ground layer of all these approaches is the use of temporally varying textures to represent the simulated media (e. g., watercolor pigments, brush strokes). Finally we describe two user studies aiming at evaluating the quality of the results produced by such techniques. Keywords: Non-Photorealistic Rendering, Temporal Coherence, Textures. iv REMERCIEMENTS La thèse est une aventure certes personnelle mais jamais solitaire, j’aimerais donc remercier tous ceux qui m’ont apporté leur aide et leur soutien durant ces trois dernières années. Merci en premier lieu à mes directeurs de thèse, Joëlle Thollot et François Sillion, pour leur encadrement, écoute, conseils et même amitié. Il est difficile de rêver d’un meilleur tandem pour être accompagné lors de cette formation à la recherche. Je voudrais ensuite remercier l’équipe Artis pour sa cohésion, son atmosphère tant de travail que de franche camaraderie. Cela a été un immense plaisir que de travailler voire, il faut bien l’admettre, de vivre en son sein. Merci en particulier à mes « grandes soeurs et grands frères de thèse » : Adrien, Alex, Hed, David et Pascal. Vous m’aviez donné envie de me lancer dans cette aventure, et nos discus- sions n’ont ensuite eu de cesse que d’entretenir cette passion. Si je ne peux pas citer tous les membres de l’équipe, je tiens néanmoins à remercier explicitement mes collègues, et amis, de bureau et/ou de voyages conférences : Pierre, Thierry, Laurence, Cyril, Olivier, Charles, Nassim, Laurent et Kartic. Au-delà de l’équipe, j’ai eu la chance et le privilège de travailler avec de très nombreuses personnes que je souhaiterais également remercier. Merci tout d’abord à Ares Lagae, Peter Vangorp, Sylvain Lefebvre et George Drettakis pour m’avoir faire partager non seulement le stress d’une première deadline Siggraph, mais sur- tout les bières de Saarbrücken. I switch to English to thank Adam Finkelstein for the fantastic opportunities he opened up to me by welcoming me in Princeton. I would like to acknowledge all the members of the Princeton Graphics Group, with special thanks for Cynthia Lu and Martin Fuchs, which have made my stay at Princeton a pleasant and unforget- table experience. Last but not least, I thank Forrester Cole: it was a great pleasure and very enlightening to work with you. I would also like to acknowledge Aaron Hertzmann and Bernard Péroche for agreeing to evaluate my dissertation. In addition, I thank Marie-Paule Cani and Adam Finkelstein for being part of this committee and attending my defense. I am glad you came in Grenoble and gave me such insightful comments. Si mon existence ne s’est (heureusement) pas limitée à ma thèse, il faut en remercier mes amis : non seulement les anciens CPPistes et Ensimagiens pour nos dîners réguliers, mais aussi mes « petits du théâtre » – Adrien, Amélie, Valentine, Victor, Agnès, Chloé, Mathieu, Caroline, Pauline, Dimitri, Anne et Antoine – qui m’ont laissé les materner diriger. Enfin, je tiens à remercier mes parents, mes grands-parents et ma soeur pour leurs constants encouragements, leur intérêt pour mon travail, et leur compréhen- sion lors de mes, parfois bien longues, périodes de travail acharné. v PUBLICATIONS The work presented in this manuscript appeared previously in the following pub- lications: [BBT08] BÉNARD P., BOUSSEAU A., THOLLOT J.: Textures volumiques auto-zoomables pour une stylisation temporellement cohérente en temps réel. In AFIG ’08 (Actes des 21èmes journées de l’AFIG) (Nov. 2008). Best paper award. [BBT09] BÉNARD P., BOUSSEAU A., THOLLOT J.: Dynamic solid textures for real-time coherent stylization. In Proceedings of the 2009 sym- posium on Interactive 3D graphics and games - I3D ’09 (New York, New York, USA, 2009), ACM Press, p. 121. Best presentation award, 10.1145/1507149.1507169. [BCGF10] BÉNARD P., COLE F., GOLOVINSKIY A., FINKELSTEIN A.: Self- similar texture for coherent line stylization. In Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Ren- dering - NPAR ’10 (New York, New York, USA, 2010), ACM Press, p. 91. Runner-up best paper award, 10.1145/1809939.1809950. [BLC∗10] BÉNARD P., LU C., COLE F., FINKELSTEIN A., THOLLOT J.: Con- tours actifs pour la stylisation cohérente de lignes animées. In AFIG ’10 (Actes des 23èmes journées de l’AFIG) (2010). Best paper award. [BLV∗10a] BÉNARD P., LAGAE A., VANGORP P., LEFEBVRE S., DRETTAKIS G., THOLLOT J.: A Dynamic Noise Primitive for Coherent Styl- ization. Computer Graphics Forum 29, 4 (Aug. 2010), 1497–1506. 10.1111/j.1467-8659.2010.01747.x. [BLV∗10b] BÉNARD P., LAGAE A., VANGORP P., LEFEBVRE S., DRETTAKIS G., THOLLOT J.: NPR Gabor noise for coherent stylization. In ACM SIGGRAPH 2010 Talks on - SIGGRAPH ’10 (New York, New York, USA, 2010), ACM Press, p.
Recommended publications
  • Seamscape a Procedural Generation System for Accelerated Creation of 3D Landscapes
    SeamScape A procedural generation system for accelerated creation of 3D landscapes Bachelor Thesis in Computer Science and Engineering Link to video demonstration: youtu.be/K5yaTmksIOM Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén Chalmers University of Technology University of Gothenburg Department of Computer Science and Engineering Gothenburg, Sweden, June 2016 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. SeamScape A procedural generation system for accelerated creation of 3D landscapes Sebastian Ekman Anders Hansson Thomas Högberg Anna Nylander Alma Ottedag Joakim Thorén c Sebastian Ekman, 2016. c Anders Hansson, 2016. c Thomas Högberg, 2016. c Anna Nylander, 2016. c Alma Ottedag, 2016.
    [Show full text]
  • Coping with the Bounds: a Neo-Clausewitzean Primer / Thomas J
    About the CCRP The Command and Control Research Program (CCRP) has the mission of improving DoD’s understanding of the national security implications of the Information Age. Focusing upon improving both the state of the art and the state of the practice of command and control, the CCRP helps DoD take full advantage of the opportunities afforded by emerging technologies. The CCRP pursues a broad program of research and analysis in information superiority, information operations, command and control theory, and associated operational concepts that enable us to leverage shared awareness to improve the effectiveness and efficiency of assigned missions. An important aspect of the CCRP program is its ability to serve as a bridge between the operational, technical, analytical, and educational communities. The CCRP provides leadership for the command and control research community by: • articulating critical research issues; • working to strengthen command and control research infrastructure; • sponsoring a series of workshops and symposia; • serving as a clearing house for command and control related research funding; and • disseminating outreach initiatives that include the CCRP Publication Series. This is a continuation in the series of publications produced by the Center for Advanced Concepts and Technology (ACT), which was created as a “skunk works” with funding provided by the CCRP under the auspices of the Assistant Secretary of Defense (NII). This program has demonstrated the importance of having a research program focused on the national security implications of the Information Age. It develops the theoretical foundations to provide DoD with information superiority and highlights the importance of active outreach and dissemination initiatives designed to acquaint senior military personnel and civilians with these emerging issues.
    [Show full text]
  • Procedural Generation of a 3D Terrain Model Based on a Predefined
    Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017.
    [Show full text]
  • Annual Report 2018
    2018 Annual Report 4 A Message from the Chair 5 A Message from the Director & President 6 Remembering Keith L. Sachs 10 Collecting 16 Exhibiting & Conserving 22 Learning & Interpreting 26 Connecting & Collaborating 30 Building 34 Supporting 38 Volunteering & Staffing 42 Report of the Chief Financial Officer Front cover: The Philadelphia Assembled exhibition joined art and civic engagement. Initiated by artist Jeanne van Heeswijk and shaped by hundreds of collaborators, it told a story of radical community building and active resistance; this spread, clockwise from top left: 6 Keith L. Sachs (photograph by Elizabeth Leitzell); Blocks, Strips, Strings, and Half Squares, 2005, by Mary Lee Bendolph (Purchased with the Phoebe W. Haas fund for Costume and Textiles, and gift of the Souls Grown Deep Foundation from the William S. Arnett Collection, 2017-229-23); Delphi Art Club students at Traction Company; Rubens Peale’s From Nature in the Garden (1856) was among the works displayed at the 2018 Philadelphia Antiques and Art Show; the North Vaulted Walkway will open in spring 2019 (architectural rendering by Gehry Partners, LLP and KXL); back cover: Schleissheim (detail), 1881, by J. Frank Currier (Purchased with funds contributed by Dr. Salvatore 10 22 M. Valenti, 2017-151-1) 30 34 A Message from the Chair A Message from the As I observe the progress of our Core Project, I am keenly aware of the enormity of the undertaking and its importance to the Museum’s future. Director & President It will be transformative. It will not only expand our exhibition space, but also enhance our opportunities for community outreach.
    [Show full text]
  • Prime Gradient Noise
    Computational Visual Media https://doi.org/10.1007/s41095-021-0206-z Research Article Prime gradient noise Sheldon Taylor1,∗, Owen Sharpe1,∗, and Jiju Peethambaran1 ( ) c The Author(s) 2021. Abstract Procedural noise functions are fundamental 1 Introduction tools in computer graphics used for synthesizing virtual geometry and texture patterns. Ideally, a Visually pleasing 3D content is one of the core procedural noise function should be compact, aperiodic, ingredients of successful movies, video games, and parameterized, and randomly accessible. Traditional virtual reality applications. Unfortunately, creation lattice noise functions such as Perlin noise, however, of high quality virtual 3D content and textures exhibit periodicity due to the axial correlation induced is a labour-intensive task, often requiring several while hashing the lattice vertices to the gradients. months to years of skilled manual labour. A In this paper, we introduce a parameterized lattice relatively cheap yet powerful alternative to manual noise called prime gradient noise (PGN) that minimizes modeling is procedural content generation using a discernible periodicity in the noise while enhancing the set of rules, such as L-systems [1] or procedural algorithmic efficiency. PGN utilizes prime gradients, a noise [2]. Procedural noise has proven highly set of random unit vectors constructed from subsets of successful in creating computer generated imagery prime numbers plotted in polar coordinate system. To (CGI) consisting of 3D models exhibiting fine detail map axial indices of lattice vertices to prime gradients, at multiple scales. Furthermore, procedural noise PGN employs Szudzik pairing, a bijection F : N2 → N. is a compact, flexible, and low cost computational Compositions of Szudzik pairing functions are used in technique to synthesize a range of patterns that may higher dimensions.
    [Show full text]
  • Ray Tracing a Tiny Procedural Planet Morgan Mcguire University of Waterloo & Nvidia @Casualeffects
    RAY TRACING A TINY PROCEDURAL PLANET MORGAN MCGUIRE UNIVERSITY OF WATERLOO & NVIDIA @CASUALEFFECTS I’ll begin with an example of coding a real procedural content generator in 2D from scratch, before circling back to talk about the why, what, and how of “procgen” at a high level. From there we’ll look at ray tracing and implicit surfaces and end up by creating a 3D model of a cute little planet. At the end you’ll have resources and ideas to start your own experiments in this space. 1 CREATING A UNIVERSE FROM RULES A lot of graphics content development is done by artists, programmers, and writers placing each piece of their virtual universe and painting, animating, scripting, etc. it by hand. The alternative is to not create anything except the laws of physics for your universe, and then letting the laws and some initial conditions create all of the richness. That’s procedural generation. Watch me create such a universe right now: 2 (1, 1) (0, 0) In the beginning, we have formless darkness. That’s how every graphics program starts, with this black screen. In my coordinate system, the origin is the lower-left and the upper right corner is (1, 1) 3 void mainImage(out Color color, in Point coord) { float x = pixel.x / iResolution.x; float y = pixel.y / iResolution.y; color = Color(0.0); } Here’s the code for a GPU pixel program that draws the black screen. If you’re not used to writing graphics code, then I just have to tell you a few simple things to understand this: - “float” is a 32-bit real number.
    [Show full text]
  • A Generative Framework of Generativity
    The AIIDE-17 Workshop on Experimental AI in Games WS-17-19 A Generative Framework of Generativity Kate Compton, Michael Mateas University of California Santa Cruz, Expressive Intelligence Studio kcompton, [email protected] Abstract of forces (Spore terrain generation, SimCity transporta- tion). Some games use Perlin noise to create terrain (Dwarf Several frameworks exist to describe how procedural content Fortress and No Man’s Sky). In games and other interactive can be understood, or how it can be used in games. In this pa- works, humans interactors may be part of this pipeline! per, we present a framework that considers generativity as a pipeline of successive data transformations, with each trans- This paper describes a way of thinking about generativ- formation either generating, transforming, or pruning away ity as a pipeline of data transformations, constructed from information. This framework has been iterated through re- methods that take one form of data, and return data that is peated engagement and education interactions with the game annotated, transformed, compressed, or expanded. Although development and generative art communities. In its most re- there are many frameworks of generativity (in games and cent refinement, it has been physically instantiated into a deck elsewhere), this framework attempts to provide a system to of cards, which can be used to analyze existing examples of design and describe generative pipelines in a way that cap- generativity or design new generative systems. This Genera- tures how generativity is able to take input (random num- tive Framework of Generativity aims to constructively define bers, mouse input, and more) and transform it into some- the design space of generative pipelines.
    [Show full text]
  • Package 'Ambient'
    Package ‘ambient’ March 21, 2020 Type Package Title A Generator of Multidimensional Noise Version 1.0.0 Maintainer Thomas Lin Pedersen <[email protected]> Description Generation of natural looking noise has many application within simulation, procedural generation, and art, to name a few. The 'ambient' package provides an interface to the 'FastNoise' C++ library and allows for efficient generation of perlin, simplex, worley, cubic, value, and white noise with optional pertubation in either 2, 3, or 4 (in case of simplex and white noise) dimensions. License MIT + file LICENSE Encoding UTF-8 SystemRequirements C++11 LazyData true Imports Rcpp (>= 0.12.18), rlang, grDevices, graphics LinkingTo Rcpp RoxygenNote 7.1.0 URL https://ambient.data-imaginist.com, https://github.com/thomasp85/ambient BugReports https://github.com/thomasp85/ambient/issues NeedsCompilation yes Author Thomas Lin Pedersen [cre, aut] (<https://orcid.org/0000-0002-5147-4711>), Jordan Peck [aut] (Developer of FastNoise) Repository CRAN Date/Publication 2020-03-21 17:50:12 UTC 1 2 ambient-package R topics documented: ambient-package . .2 billow . .3 clamped . .4 curl_noise . .4 fbm .............................................6 fracture . .7 gen_checkerboard . .8 gen_spheres . .9 gen_waves . 10 gradient_noise . 11 long_grid . 12 modifications . 13 noise_cubic . 14 noise_perlin . 15 noise_simplex . 17 noise_value . 19 noise_white . 20 noise_worley . 21 ridged . 24 trans_affine . 25 Index 27 ambient-package ambient: A Generator of Multidimensional Noise Description Generation of natural looking noise has many application within simulation, procedural generation, and art, to name a few. The ’ambient’ package provides an interface to the ’FastNoise’ C++ library and allows for efficient generation of perlin, simplex, worley, cubic, value, and white noise with optional pertubation in either 2, 3, or 4 (in case of simplex and white noise) dimensions.
    [Show full text]
  • Procedural 2D Cumulus Clouds Using Snaxels
    Procedural 2D Cumulus Clouds Using Snaxels by Ramin Modarresiyazdi , B.Sc. A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Computer Science Ottawa-Carleton Institute for Computer Science The School of Computer Science Carleton University Ottawa, Ontario April, 2017 ©Copyright Ramin Modarresiyazdi, 2017 The undersigned hereby recommends to the Faculty of Graduate and Postdoctoral Affairs acceptance of the thesis Procedural 2D Cumulus Clouds Using Snaxels submitted by Ramin Modarresiyazdi , B.Sc. in partial fulfillment of the requirements for the degree of Master of Computer Science Professor David Mould, Thesis Supervisor Professor Oliver van Kaick, School of Computer Science Professor Jochen Lang, School of Electrical Engineering and Computer Science Professor Michiel Smid, Chair, School of Computer Science Ottawa-Carleton Institute for Computer Science The School of Computer Science Carleton University April, 2017 ii Abstract This thesis develops a procedural modeling algorithm to model cumulus clouds or objects with similar shapes and surfaces in 2 dimensions. Procedural modeling of clouds has been extensively studied and researched in computer graphics. Most of the literature follows physical characteristics of clouds and tries to model them using physically-inspired simulations. Cumulus clouds, volcanic ash clouds and similar nat- urally shaped bodies come in many different shapes and sizes, yet the surfaces share similarities and possess high irregularities in details which makes them difficult to model using conventional modeling techniques. We propose a framework for model- ing such surfaces and shapes with minimal user intervention. Our approach uses an active contour model which propagates through a tessellation.
    [Show full text]
  • Representing Information Using Parametric Visual Effects on Groupware Avatars
    Representing Information using Parametric Visual Effects on Groupware Avatars A Thesis Submitted to the College of Graduate Studies and Research in Partial Fulfillment of the Requirements for the degree of Master of Science in the Department of Computer Science University of Saskatchewan Saskatoon By Shane Dielschneider c Shane Dielschneider, December 2009. All rights reserved. Permission to Use In presenting this thesis in partial fulfilment of the requirements for a Postgrad- uate degree from the University of Saskatchewan, I agree that the Libraries of this University may make it freely available for inspection. I further agree that permission for copying of this thesis in any manner, in whole or in part, for scholarly purposes may be granted by the professor or professors who supervised my thesis work or, in their absence, by the Head of the Department or the Dean of the College in which my thesis work was done. It is understood that any copying or publication or use of this thesis or parts thereof for financial gain shall not be allowed without my written permission. It is also understood that due recognition shall be given to me and to the University of Saskatchewan in any scholarly use which may be made of any material in my thesis. Requests for permission to copy or to make other use of material in this thesis in whole or part should be addressed to: Head of the Department of Computer Science 176 Thorvaldson Building 110 Science Place University of Saskatchewan Saskatoon, Saskatchewan Canada S7N 5C9 i Abstract Parametric visual effects such as texture generation and shape grammars can be controlled to produce visually perceptible variation.
    [Show full text]
  • Perlin Noise
    CS 563 Advanced Topics in Computer Graphics Noise by Dmitriy Janaliyev Outline § Introduction § Noise functions § Perlin noise § Random Polka Dots § Spectral synthesis § Fractional Brownian Motion function § Turbulence function § Bumpy and Wrinkled textures § Windy waves § Marble § Worley noise Introduction § It is often desirable to introduce controlled variation to a process § Difficulty with procedural textures: we can’t just use functions such as RandomFloat() § The problem is addressed with: Noise functions Noise functions § General representation: § Rn ® [-1,1] for n = 1, 2, 3,… without obvious repetition § Basic properties: § Should be band-limited (avoid higher frequencies that are not allowed by Nyquist limit) § Exclude obvious repetition of returned values Noise functions § Implementation § Based on the idea of an integer lattice over 3D space § A value is associated with each integer (x,y,z) position of the lattice § Given an arbitrary point in that space the 8 adjoining lattice values are found and interpolated § Result is a noise value for that particular point § Example § Value noise function Noise functions § Implementation issues § Noise function should associate an integer lattice point with the same value every time it is called § It is not practical to store values for all lattice points – some mapping mechanism is required § Hash function can be used with lattice points to look up parameters from a fixed-size table with precomputed pseudorandom values § The idea of the lattice can be generalized to more or less than
    [Show full text]
  • Caring for Asian Small-Clawed, Cape Clawless, Nearctic, and Spotted-Necked Otters
    Version 3, 9 December 2009 Caring for Asian small-clawed, Cape clawless, Nearctic, and spotted-necked otters Photo credit: Jennifer Potter, Calgary Zoo Jan Reed-Smith, Celeste (Dusty) Lombardi, Barb Henry, Gwen Myers, D.V.M., Jessica Foti, and Juan Sabalones. 2009 1 Acknowledgments We would like to thank the many wildlife professionals who participated in the creation of this document. These professionals represent zoos, aquaria, wildlife parks, and rehabilitation facilities from non-affiliated organizations as well as members of the Association of Zoos and Aquariums (AZA), European Association of Zoos and Aquaria (EAZA) and Australasian Regional Association of Zoological Parks and Aquaria (ARAZPA). We appreciate all they have contributed to our increasing understanding of these fascinating species. We also greatly appreciate their willingness to share their expertise with us. Special thanks go to the external reviewers, Dr. Merav Ben-David (University of Wyoming) and Grace Yoxon (International Otter Survival Fund) for taking the time read preliminary drafts and to share their expertise. We also thank the IUCN Otter Specialist Group for broadening the distribution of this living document by posting it on their website (http://www.otterspecialistgroup.org/). Photo Credits: Our thanks go out to the photographers who allowed us to incorporate their work: Jason Theuman – N.A. river otter female and pups (this page); Jennifer Brink – Asian small-clawed otter family (page 7); Unknown – Cape clawless otter (page 8); Doug Kjos – N.A. otter group (page 9); Jenna Kocourek- spotted-necked otter (page 9); Jennifer Potter – N.A. otter (page 15). Manual use and objectives This otter care guide is a compilation of professional experience to provide guidance to all professionals working with these species in a captive setting.
    [Show full text]