Recently I found an amazing APP called Photo Lab,and I'm curious about one effect called Paper Rose.In the pictures below,one is the original picture,the other is the effected picture.My question is what kind of algorithm can do this effect,and it would be better if you can show me some code or demo.Thanks in advance!
enter image description here
enter image description here
I am afraid that this is not just an algorithm, but a complex piece of software.
The most difficult part is to model the shape of the rose. The petals are probably a meshed surface. It is not so difficult to give them a curved shape, but the hard issue is to group them in such a way that they do not intersect.
It is not quite impossible that this can be achieved by first putting them in a flat geometry where you can master intersections, then to wrap it around an axis with a king of polar transform. But I don't really believe in that. I rather think that they have a collision-avoiding geometric modeller.
The next steps, which are more classical, are to texture-map the pictures onto the petals and to perform the realistic rendering of the whole scene.
But there's another option, which I'll call the "poor man's rendering".
You can start from a real picture of a paper rose, where the petals have an empty black, thick frame. Then on the picture, you detect (either in some automated way or just by hand) points that correspond to a regular grid on the flattened paper.
As the petals are not wholly visible, the hidden parts must be clipped out from the mesh, possibly by using a polygonal fence.
Now you can take any picture, fit it over the undistorted mesh, clip out the hidden areas and warp to the distorted position. Then by compositing tricks, you will give it a natural shaded appearance on the rose.
Note: the process is eased by drawing a complet grid inside the frame. Anyway, you will need to somehow erase it before doing the compositing, in order to retrieve just the shading information.
I would tend to believe that the second approach was used here, as I see a few mapping anomalies along some edges, which would not arise on a fully synthetic scene.
In any case, hard work.
Related
I've been trying to render silhouettes on CAD models with webgl. The closest i got to the desired result was with fwidth and a dot between the normal and the eye vector. I found it difficult to control the width though.
I saw another web based viewer and it's capable of doing something like this:
I started digging through the shaders, and the most i could figure out is that this is analytical - an actual line entity is drawn and that the width is achieved by rendering a quad instead of default webgl lines. There is a bunch of logic in the shader and my best guess is that the vertex positions are simply updated on every render.
This is a procedural model, so i guess that for cones and cylinders, two lines can always be allocated, silhouette points computed, and the lines updated.
If that is the case, would it be a good idea to try and do something like this in the shader (maybe it's already happening and i didn't understand it). I can see a cylinder being written to attributes or uniforms and the points computed.
Is there an approach like this already documented somewhere?
edit 8/15/17
I have not found any papers or documented techniques about this. But it got a couple of votes.
Given that i do have information about cylinders and cones, my idea is to sample the normal of that parametric surface from the vertex, push the surface out by some factor that would cover some amount of pixels in screen space, stencil it, and draw a thick line thus clipping it with the actual shape of the surface.
The traditional shader-based method is Gooch shading. The original paper is here:
http://artis.imag.fr/~Cyril.Soler/DEA/NonPhotoRealisticRendering/Papers/p447-gooch.pdf
The old fashing OpenGL technique from Jeff Lander
OpenGL Question:I have something to ask about clip space transformation. I am reading an online tutorial and it says that everything you draw outside the clip space will be clipped. When it come to this, does the elements outside the clip space affects the performance or not? Because it will not be drawn and thus it doesn't affect.
Assuming that it will affect performance and in case of 2d game like super mario, I am thinking about not to draw the elements outside the clip space to achieve better performance. Please clarify. Thanks.
OpenGL has only a certain amount of knowledge about your scene and will clip very late in the pipeline. It can't apply a broad phase test. Assuming you can, you should.
Supposing you had a model with 30,000 triangles, OpenGL would transform each and every one of those 30,000 triangles before considering clipping. If you know something as simple as the bounding sphere for the model it's possible you could see that the whole thing is completely outside of the frustum in a single test and save almost 30,000 extra bits of effort.
In a 2d game like Mario what this usually means is using the scroll position to index into the map and to generate geometry only for potentially visible tiles and sprites that are within the visible area.
For the map that will generally just men figuring out the (x, y) of one corner and then generating geometry for the known width and height of the screen so it means discarding the vast majority of the geometry with zero processing.
For the sprites, this is generally why in those sort of games you often see enemies reset to their starting position if you walk a little way from them and then walk back: they're added to the active list based on a map location trigger and removed when you walk far enough away. While not active, no mutable storage is afforded to them.
Once upon a time, I dabbled in programming Homebrew for the Nintendo DS. During testing of the 3D hardware, you could pull a count of currently rendered polygons from a hardware register. I was doing this to confirm how many, approximately, of a certain model would be rendered at various angles because there was a max of 2048 triangles allowed.
I'm hoping this isn't a completely stupid question... but here it goes. Is there anyway to get the number of polygons that are actually being rendered each frame (not being omitted by depth buffering) in OpenGL? Specifically, OpenGL ES 1.1?
You could just run each triangle through an algorithm to determine if it inside the view frustrum by treating the viewing area as four planes. Then it's just a matter of checking which side of the plane each triangle is on, and making sure you only add up triangles that are on the correct side of all four planes. This wouldn't be good for rendering speed, but it would give you an accurate count on how many polygons are being rendered for each viewing angle. This website Graphics Gems contains a lot of good source code that can help you with the math portion of things if you need it. It contains the source code for a series of five books that contain graphics algorithms such as ray triangle intersection, etc.
Edit:
I didn't notice your comment about depth buffering, the above description is for all triangles in the viewing window. You could just add two more planes at your depth buffer distances and use those to further filter out visible polygons.
I want to mask an arbitrary convex polygon area of an image and put another image into that area. I found this posting, but is wasn't clear to me if this applies only to rectangular areas and not arbitrary polygons.
The basic flow I am talking about is to have an (x,y) coordinate on the screen which would serve to be the center of my polygon (center in terms of an arbitrary point which is consistent for me). I would like to mask this area where the new image (polygonal in nature) would be displayed while leaving the rest of the screen as is.
Can I do this easily and quickly?
You have to use stencil buffer. It's basically another type of buffer that has plethora of awesome applications and one of the simplest one is masking. While I can't recommend any OpenGL ES specific tutorial off the top of my head, I highly recommend reading general tutorials, since it's not that different and surely is fascinating.
Try glScissor... it might be the rectangle you want.
I need the fastest sphere mapping algorithm. Something like Bresenham's line drawing one.
Something like the implementation that I saw in Star Control 2 (rotating planets).
Are there any already invented and/or implemented techniques for this?
I really don't want to reinvent the bicycle. Please, help...
Description of the problem.
I have a place on the 2D surface where the sphere has to appear. Sphere (let it be an Earth) has to be textured with fine map and has to have an ability to scale and rotate freely. I want to implement it with a map or some simple transformation function of coordinates: each pixel on the 2D image of the sphere is defined as a number of pixels from the cylindrical map of the sphere. This gives me an ability to implement the antialiasing of the resulting image. Also I think about using mipmaps to implement mapping if one pixel on resulting picture is corresponding to more than one pixel on the original map (for example, close to poles of the sphere). Deeply inside I feel that this can be implemented with some trivial math. But all these thoughts are just my thoughts.
This question is a little bit related to this one: Textured spheres without strong distortion, but there were no answers available on my question.
UPD: I suppose that I have no hardware support. I want to have an cross-platform solution.
The standard way to do this kind of mapping is a cube map: the sphere is projected onto the 6 sides of a cube. Modern graphics cards support this kind of texture at the hardware level, including full texture filtering; I believe mipmapping is also supported.
An alternative method (which is not explicitly supported by hardware, but which can be implemented with reasonable performance by procedural shaders) is parabolic mapping, which projects the sphere onto two opposing parabolas (each of which is mapped to a circle in the middle of a square texture). The parabolic projection is not a projective transformation, so you'll need to handle the math "by hand".
In both cases, the distortion is strictly limited. Due to the hardware support, I recommend the cube map.
There is a nice new way to do this: HEALPix.
Advantages over any other mapping:
The bitmap can be divided into equal parts (very little distortion)
Very simple, recursive geometry of the sphere with arbitrary precision.
Example image.
Did you take a look at Jim Blinn's articles "How to draw a sphere" ? I do not have access to the full articles, but it looks like what you need.
I'm a big fan of StarconII, but unfortunately I don't remember the details of what the planet drawing looked like...
The first option is triangulating the sphere and drawing it with standard 3D polygons. This has definite weaknesses as far as versimilitude is concerned, but it uses the available hardware acceleration and can be made to look reasonably good.
If you want to roll your own, you can rasterize it yourself. Foley, van Dam et al's Computer Graphics -- Principles and Practice has a chapter on Bresenham-style algorithms; you want the section on "Scan Converting Ellipses".
For the point cloud idea I suggested in earlier comments: you could avoid runtime parameterization questions by preselecting and storing the (x,y,z) coordinates of surface points instead of a 2D map. I was thinking of partially randomizing the point locations on the sphere, so that they wouldn't cause structured aliasing when transformed (forwards, backwards, whatever 8^) onto the screen. On the downside, you'd have to deal with the "fill" factor -- summing up the colors as you draw them, and dividing by the number of points. Er, also, you'd have the problem of what to do if there are no points; e.g., if you want to zoom in with extreme magnification, you'll need to do something like look for the nearest point in that case.