Hatching for Motion Picture Production

dc.contributor.authorUmenhoffer, Tamásen_US
dc.contributor.authorSzécsi, Lászlóen_US
dc.contributor.authorSzirmay-Kalos, Lászlóen_US
dc.contributor.editorM. Chen and O. Deussenen_US
dc.date.accessioned2015-02-27T10:23:21Z
dc.date.available2015-02-27T10:23:21Z
dc.date.issued2011en_US
dc.description.abstractThis paper presents a hatching algorithm which - while also allows for an implementation in real-time - is integrated into the production pipeline of computer generated motion picture. Motion picture production pipelines impose special functional and quality requirements. From the functional point of view, the stages of modeling, 3D rendering, and compositing form a pipeline without feed-back, and frames are rendered independently, possibly on different computers. Thus, no temporal data can be shared between them while flicker free animation needs to be generated. Quality requirements can be grasped as that of dual consistency: the generated hatching must consistently follow object movement and deformation, and, at the same time, it should have a consistent pattern and density in image-space to provide the hand-crafted look. In order to meet both requirements, we apply a particle based method and develop an image-space density control mechanism using rejection sampling and low- discrepancy sequences. We also discuss the decomposition of rendering tasks according to the main stages of the production pipeline and demonstrate how the artist can define the illustration style in a convenient way.en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2011.01878.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleHatching for Motion Picture Productionen_US
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