二維卡通畫的渲染方法研究
發(fā)布時(shí)間:2018-10-26 19:27
【摘要】: 非真實(shí)感圖形學(xué)作為計(jì)算機(jī)圖形學(xué)一個(gè)新的分支,自20世紀(jì)90年代中期產(chǎn)生至今,已在多個(gè)領(lǐng)域得到了很好的發(fā)展,形成了以繪制、建模及動(dòng)畫為核心的理論與實(shí)踐全面深入的研究和創(chuàng)新。其中,在模擬藝術(shù)目的的驅(qū)動(dòng)下,已經(jīng)產(chǎn)生了多種風(fēng)格的非真實(shí)感渲染方法。基于圖像的卡通風(fēng)格渲染由于藝術(shù)風(fēng)格活潑、表現(xiàn)形式靈活,已經(jīng)吸引了許多圖形學(xué)研究者致力于這項(xiàng)工作,這也成為本文選題的主要?jiǎng)訖C(jī)和出發(fā)點(diǎn)。 非真實(shí)感繪制技術(shù)可分為兩類:一類是基于圖像空間的二維繪制,另一類是基于物體空間的三維繪制。本文對(duì)諸多藝術(shù)渲染中的卡通風(fēng)格渲染進(jìn)行了深入研究,從圖形學(xué)和藝術(shù)兩個(gè)層面上分析了二維卡通和Q版卡通的造型特點(diǎn),進(jìn)而提出自己的算法,得到了相應(yīng)的繪制結(jié)果。其中主要的創(chuàng)新性工作包括: (1)提出了基于掃描線的二維卡通風(fēng)格渲染算法。對(duì)用戶輸入的用數(shù)碼相機(jī)拍攝的圖像首先提取輪廓,然后進(jìn)行顏色處理,最后合并得到具有卡通風(fēng)格的圖像。同時(shí),給出了基于直方圖的邊緣參數(shù)的計(jì)算和基于掃描線的顏色處理兩個(gè)算法,自動(dòng)實(shí)時(shí)地完成了渲染過程。實(shí)驗(yàn)結(jié)果表明該方法的渲染效果更接近于手繪風(fēng)格,適合于卡通動(dòng)畫和個(gè)性化照片等領(lǐng)域的應(yīng)用。 (2)提出了基于圖像的Q版卡通生成算法。該方法的輸入為一張真實(shí)的人物正面直立照片,輸出為具有Q版卡通風(fēng)格的漫畫形象。主要研究內(nèi)容包括:第一,人物整體和頭部的夸張變形。本文采用歸一化方法、并提出基于拋物樣條的局部放大算法,分別實(shí)現(xiàn)了變形。第二,附屬細(xì)節(jié)的填補(bǔ)與挪移。本文考慮了變形對(duì)區(qū)域外細(xì)節(jié)的影響,通過建立發(fā)型庫以及基于紋理合成的旋轉(zhuǎn)修正了缺陷,使得效果更加逼真。該方法設(shè)計(jì)簡單,易于控制,可應(yīng)用于游戲、動(dòng)畫、廣告等領(lǐng)域。 (3)提出了基于拋物線的圖像變形算法。首先,將變形前后的部分嵌入一個(gè)包含最小的拋物樣條曲線;然后建立兩條曲線內(nèi)部像素之間的映射關(guān)系,獲取新拋物線內(nèi)部像素的坐標(biāo),以及原拋物線內(nèi)部相應(yīng)像素的紋理信息,進(jìn)行重寫,完成變形。實(shí)驗(yàn)證明,該變形算法對(duì)區(qū)域內(nèi)的像素實(shí)施了變形,同時(shí)保證區(qū)域外像素不受影響,實(shí)現(xiàn)了有效的局部變形。 (4)提出了基于橢圓窗口的圖像裁剪算法。首先采用高效的橢圓算法生成裁剪窗口,然后以窗口作為邊界利用掃描線原理確定窗口內(nèi)象素并輸出,完成裁剪過程。該方法無需復(fù)雜的求交運(yùn)算,只需簡單的象素讀寫便可完成裁剪操作,因此裁剪過程簡單,執(zhí)行速度快,算法復(fù)雜度低,尤其適合于復(fù)雜圖形及圖像的裁剪處理。
[Abstract]:Non-realistic graphics, as a new branch of computer graphics, has been developed in many fields since the mid-1990s. Modeling and animation as the core of the theory and practice of comprehensive and in-depth research and innovation. Image based cartoon rendering has attracted many graphic researchers to devote themselves to this work because of its lively artistic style and flexible expression, which has become the main motive and starting point of this thesis. Non-realistic rendering techniques can be divided into two categories: one is 2D rendering based on image space and the other is 3D rendering based on object space. In this paper, the cartoon style rendering of many art rendering is deeply studied, and the modeling characteristics of 2D cartoon and Q cartoon are analyzed from the two levels of graphics and art, and their own algorithm is put forward, and the corresponding rendering results are obtained. The main innovative works are as follows: (1) A novel 2D cartoon rendering algorithm based on scanning line is proposed. Firstly, the contour is extracted from the image taken by the digital camera, then the color is processed. Finally, the cartoon style image is merged to get the cartoon image. At the same time, two algorithms of edge parameter calculation based on histogram and color processing based on scanning line are presented, and the rendering process is completed automatically and in real time. The experimental results show that the rendering effect of this method is more similar to the hand-drawn style, and it is suitable for cartoon animation and personalized photo applications. (2) an image based Q version cartoon generation algorithm is proposed. The input of this method is a real upright picture of the face of the character, and the output is a cartoon image with Q cartoon style. The main research contents include: first, the exaggerated deformation of the whole character and head. In this paper, a normalized method and a parabolic spline based local amplification algorithm are proposed to realize the deformation respectively. Second, the subsidiary details of the filling and removal. In this paper, the effect of deformation on the detail outside the region is considered, and the defect is corrected by establishing hairstyle database and rotation based on texture synthesis, which makes the effect more realistic. This method is simple and easy to control. It can be used in game, animation, advertising and other fields. (3) an image deformation algorithm based on parabola is proposed. Then the mapping relationship between the pixels of the two curves is established to obtain the coordinates of the pixels in the new parabola and the texture information of the corresponding pixels in the original parabola. Experimental results show that the algorithm can deform the pixels in the region and ensure that the pixels outside the region will not be affected, thus realizing the effective local deformation. (4) an image clipping algorithm based on elliptical window is proposed. First, the clipped window is generated by an efficient ellipse algorithm, and then the window is used as the boundary to determine the pixel in the window and output the pixel in the window by using the principle of scanning line, and the clipping process is completed. This method needs only simple pixel reading and writing to complete the clipping operation without complex intersection operation, so the process of clipping is simple, the speed of execution is high, and the complexity of the algorithm is low, which is especially suitable for cutting complex graphics and images.
【學(xué)位授予單位】:遼寧師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2009
【分類號(hào)】:TP391.41
本文編號(hào):2296722
[Abstract]:Non-realistic graphics, as a new branch of computer graphics, has been developed in many fields since the mid-1990s. Modeling and animation as the core of the theory and practice of comprehensive and in-depth research and innovation. Image based cartoon rendering has attracted many graphic researchers to devote themselves to this work because of its lively artistic style and flexible expression, which has become the main motive and starting point of this thesis. Non-realistic rendering techniques can be divided into two categories: one is 2D rendering based on image space and the other is 3D rendering based on object space. In this paper, the cartoon style rendering of many art rendering is deeply studied, and the modeling characteristics of 2D cartoon and Q cartoon are analyzed from the two levels of graphics and art, and their own algorithm is put forward, and the corresponding rendering results are obtained. The main innovative works are as follows: (1) A novel 2D cartoon rendering algorithm based on scanning line is proposed. Firstly, the contour is extracted from the image taken by the digital camera, then the color is processed. Finally, the cartoon style image is merged to get the cartoon image. At the same time, two algorithms of edge parameter calculation based on histogram and color processing based on scanning line are presented, and the rendering process is completed automatically and in real time. The experimental results show that the rendering effect of this method is more similar to the hand-drawn style, and it is suitable for cartoon animation and personalized photo applications. (2) an image based Q version cartoon generation algorithm is proposed. The input of this method is a real upright picture of the face of the character, and the output is a cartoon image with Q cartoon style. The main research contents include: first, the exaggerated deformation of the whole character and head. In this paper, a normalized method and a parabolic spline based local amplification algorithm are proposed to realize the deformation respectively. Second, the subsidiary details of the filling and removal. In this paper, the effect of deformation on the detail outside the region is considered, and the defect is corrected by establishing hairstyle database and rotation based on texture synthesis, which makes the effect more realistic. This method is simple and easy to control. It can be used in game, animation, advertising and other fields. (3) an image deformation algorithm based on parabola is proposed. Then the mapping relationship between the pixels of the two curves is established to obtain the coordinates of the pixels in the new parabola and the texture information of the corresponding pixels in the original parabola. Experimental results show that the algorithm can deform the pixels in the region and ensure that the pixels outside the region will not be affected, thus realizing the effective local deformation. (4) an image clipping algorithm based on elliptical window is proposed. First, the clipped window is generated by an efficient ellipse algorithm, and then the window is used as the boundary to determine the pixel in the window and output the pixel in the window by using the principle of scanning line, and the clipping process is completed. This method needs only simple pixel reading and writing to complete the clipping operation without complex intersection operation, so the process of clipping is simple, the speed of execution is high, and the complexity of the algorithm is low, which is especially suitable for cutting complex graphics and images.
【學(xué)位授予單位】:遼寧師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2009
【分類號(hào)】:TP391.41
【引證文獻(xiàn)】
相關(guān)碩士學(xué)位論文 前1條
1 顏彬彬;圖像(視頻)風(fēng)格化技術(shù)研究[D];浙江工業(yè)大學(xué);2012年
,本文編號(hào):2296722
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