25 (2013)
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1 25 (2013)
2 25 (2013)
3 ,,, Self-Quotient Image [ ] 1 1 Self-Quotient Image 2 2
4 A b s t r a c t Title The method of automatically generating tile pattern gradation for Pixel Art Author Tatsuya Matsushima Advisor Taichi Watanabe Key Words Pixel art, Tile pattern gradation, Image processing, Self-Quotient Image [summary] Pixel art is a description technique of the computer graphic frequently used from of old. There are various techniques to improve the expression to Pixel art by limiting the number of colors. Tile pattern gradation is one of the Pixel art techniques. This technique can reproduce the gradation by peculiar dot arrangement. Tile pattern gradation is used for the expression of texture etc. though the data capacity became unrestricted in several years recently. However, because the elaborateness of work to arrange the dot is requested, it take a lot of work and time to Tile pattern gradation produce. And the problem that the correction by person s sense is needed exists when the slash and the curve not treatable with the tool become boundaries of the gradation. In this paper, we focused on the expression of Tile pattern in the Pixel art and suggest technique to automatically generate the gradation. In the proposal method, we used Self-Quotient Image to generate the area of Tile pattern. As a result, the user selected two points from the input image, and the area for Tile pattern was generated with the automatic operation. Afterwards, it generated the gradation by an different algorithm in each Tile pattern of the ratio. From these, Tile pattern gradation was easily achieved only by two images and one numerical values used for the input. Using this proposal technique, we achieved Tile pattern in the image of two or more sizes. Moreover, the acquisition of the processing result along shape making the verge of the gradation plain even when the correction by person s sense was needed so far was achieved.
5 (TPR)
6 dot s D EDGE (a, b) SQI SQI TPR %TPR % 75%TPR %TPR B 25%TPR B e e D
7 III
8 1
9 1.1 (CG) [1][2][3][4] (Pixel) : 4 Pixel art [5][6][7] 1.2 dot s [8] CG 1 2
10 1.2: dot s c TOMYTEC [9] [10] 3D 3
11 1.3: c Nintendo/Creatures Inc./GAME FREAK inc. 1.4: 3D c Nippon Ichi Software, Inc. 4
12 [11] [1][2] : [12][13] [14][15] 5
13 [16][17][18] [19] [20] : 1 EDGE [21] 6
14 EDGE
15 2
16 1 A B C 2 [1] : 1 EDGE 9
17 2.2 EDGE 2.2: EDGE 2.3 EDGE 2.3: 2.3(b) 2.3(c) 10
18 3
19 Self-Quotient Image % 50% 75% 3 50% [1] [3] 25% 75%
20 3.1: % 25% 75%
21 3.2:
22 2 3D 3D 3 3D : 2 A B
23 3.4 2 ( ) [22] A (a, b) [23] (x, y) P (x, y) (3.1) P (x, y) = { 0 ( ) 1 ( ) (3.1) P (x, y) = 0 P (x, y) = 1 4 (x, y) Q(x, y) (3.2) Q(x, y) = { 0 ( ) 1 ( ) (3.2) (3.2) (x, y) P (x, y) = 1 (3.3) Q(x, y 1) = 0 Q(x + 1, y) = 0 Q(x, y + 1) = 0 Q(x 1, y) = 0 (3.3) 16
24 (3.1),(3.2),(3.3) A (a, b) 3.4: (a, b) A B A B (a), 3.3(b) 2 17
25 3.5: (TPR) Tile Pattern Region(TPR) Self-Quotient Image(SQI) SQI Wang [24] Jing [25] [26] SQI SQI TPR SQI 2 c d c d 2 (3.4) (3.5) 2 18
26 c d (3.4) c < d (3.5) SQI 2 3.6: SQI SQI e TPR SQI 50% 25% 75% TPR 3.7 SQI TPR 19
27 3.7: SQI TPR 2 SQI 50%TPR 2 SQI SQI TPR A 3.7 SQI 2 20
28 c d (3.4) (3.5) SQI 50%TPR 25% 75%TPR A SQI B SQI %TPR 3.8 e = 2 3.8: 50%TPR 21
29 50%TPR SQI 2 50%TPR SQI SQI 2 25% 75%TPR 3.5 A 25% B 75% TPR (a), 3.3(b) 25% 75%TPR 3.9: 25% 75%TPR TPR 50%TPR A B TPR 50%TPR (i, j) (i + j)mod2 0 (i, j) A 1 B 25%TPR 25%TPR A B
30 25%TPR 50%TPR B (p, q) 25%TPR (r, s) (3.6),(3.7) r = { p p ± 2 (s q ) (3.6) s = { q q ± 2 (r p ) (3.7) 25%TPR B 50%TPR B 25%TPR B 3.10: 50%TPR B 25%TPR B 25%TPR B 25%TPR 25%TPR B (k, l) 25%TPR A (m, n) (3.8),(3.9) B 23
31 { m = k k ± 2 (n l ) (3.8) { n = l l ± 2 (m k ) (3.9) (3.8),(3.9) 25%TPR B 8 25% 25%TPR B (k, l) (3.10),(3.11) 25%TPR (m, n) B A { m = k k ± 1 (n l ) (3.10) { n = l l ± 1 (m k ) (3.11) 75%TPR B A 25%TPR (a) 3.3(b) 3.11: 24
32 4
33 Processing[27] e = % 50% 75%TPR EDGE 4.1: 4.1(a) 4.1(b) TPR 4.1(c) TPR EDGE 4.1(d) TPR 26
34 e = 3 4.2: 4.2(a) 4.2(b) 4.2(c) 4.2(d), 4.3 e = 1 [3][4]
35 4.3: 4.3(a) 2 4.3(e) 4.3(b), 4.3(f) 4.3(c), 4.3(g) 4.3(d), 4.3(h) SQI e e e e 28
36 4.4: e 4.5: e 4.4(a), 4.5(a) 4.4(b), 4.5(b) e = 1 4.4(c), 4.5(c) e = 1 4.4(d), 4.5(d) e = 1 3D 3D Non-Photorealistic Rendering(NPR)[28] 29
37 2 3D API OpenGL[29] OpenGL OpenGL Extension Wrangler Library[30] OpenGL Shading Language[31] 4.6 3D 4.6: 3D 4.6(a) 3D 4.6(b) 4.6(a) 4.6(c) NPR 2 30
38 4.6(d) 4.6(c) 3D e = : 4.8: 4.7(a) 2 4.8(a) 2 4.7(b), 4.8(b) 31
39 TPR 4.7(c), 4.8(c) TPR (b) TPR 4.1( ) 4.1(c) TPR 4.1(c) 75%TPR 50% 75% 4.1( ) (a) 4.2(b) 4.2(c) 4.2(a) 4.2(d) (b) 4.5(b) e = 1 4.4(c) 4.4(b) e = 2 TPR 4.4(c) 4.4(b) 32
40 e = 2 2 e SQI (c) 4.8(c) SQI SQI TPR 33
41 5
42 2 2 TPR LED [32] LED [33] 35
43
44 1 9 37
45
46 [1]. -., [2],. GameGraphicsDesign., [3] Suguru.T. -., [4]. -!!, [5] IdN. Pixel World. Laurence King Publishing, [6] Sebastian Mendez, Vasava Artworks. 1x1: Pixel-Based Illustration Design. Mark Batty Pub, [7] Pepin Van Roojen. Mini Icons (Agile Rabbit Editions). Pepin Pr, [8] TOMYTEC. dot s. [9] Nintendo, Creatures Inc. GAME FREAK inc [10] Nippon Ichi Software, Inc [11]. -!, [12],.., Vol. 219, pp , [13] Tiffany C. Inglis, Craig S. Kaplan. Pixelating vector line art. SIGGRAPH 12,
47 [14],.., Vol. 8, No. 3, pp , [15],. 3d., [16],.., [17] Johannes Kopf, Ariel Shamir, Pieter Peers. Content-adaptive image downscaling. Transactions on Graphics, Vol. 32,, [18] Inglis, Tiffany C, Vogel, Daniel, Kaplan, Craig S. Rasterizing and antialiasing vector line art in the pixel art style. In NPAR 13, pp , [19],. DTP., [20]. DTP 250., [21]. EDGE. [22]. - VC#/VC++.NET., [23]. :., [24] Yangsheng Wang Jianjun Zhang Haitao Wang, Stan Z. Li. Self quotient image for face recognition. IEEE,
48 [25] Kiichi Urahama Jing Linlin, Kohei Inoue. Generating illustration images with isoluminant colors. IWAIT, [26],,.. 72, pp , [27] Ben Fry, Casey Reas. Processing.org. [28] Thomas Strothotte, Stefan Schlechtweg. Non-Photorealistic Computer Graphics: Modeling, Rendering, and Animation. Elsevier, [29] Silicon Graphics International Corp. java.com. [30] Milan Ikits, Marcelo Magallon. The OpenGL Extension Wrangler Library. [31] The Khronos Group Inc. The OpenGL Shading Language. opengl.org/documentation/glsl/. [32] Vol.18., [33],,. LED.,
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