2009 3DCG : M DCG,,,, 3DCG 2D 3DCG 2D 3DCG 3DCG

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1 2009 3DCG M

2 2009 3DCG : M DCG,,,, 3DCG 2D 3DCG 2D 3DCG 3DCG

3 DCG I

4 II

5 ( 3DCG) (Non-Photorealistic Rendering:NPR) [1][2] 2D 3DCG 3DCG [3] 1.2 [4] 1

6 2D 3DCG 2D [5] 2D [6] 3DCG JET SET RADIO [7] VIII [8] NPR [9][10] 2

7 2D 3DCG [11] [12] NPR 2D 1.3 3DCG DCG 3D 3DCG 3

8 3DCG DCG

9 2 3DCG 3DCG D 2.4 3DCG 2 [13] 2.1 ( ) Gooch [14] Marshall Game Programing Gems 2 [15] 2.1 5

10 2.1: (a) 2.2(b) 2.2(a) N ( ) L N L 2 s V N V t s t t 0 1 6

11 s t t 1 2.2(b) s 0 1 s t (a) 1 (b) 2 2.2: 2.3 7

12 2.3: Saito [16] Decaudin[17] Decaudin [18] [19] Decaudin ( ) Decaudin ( ) 2.4 8

13 2.4(a) 3D Laplacian Sobel Laplacian 2 Sobel 1 2.4(b) 2.4(a) Sobel (a) (b) 2.4: 3D 2.5 9

14 (a) 2.5: (b) 2.5(a) Laplacian Sobel 2.5(b) 2.5(a) Sobel 2.4(b) 2.5(b) Card [20] GPU(Graphics Processig Unit) ( ) RGB Mitchell [21] Card 10

15 GPU ( ) Laplacian Sobel 1 Card Mitchell GPU 2.3 Rossignac [22] Evan [23] 11

16 [24] 3D D (a) (b) (c) 1 (d) 2 (e) 3 (f) 2.6: 2.6(a) 2.6(b) 2.6(e) 12

17 2.6(b) 2.6(c) 2.6(d) 2.6(e) 2.6(e) 2.6(f) 2.7 3D (a) 2.7: (b) 2.7(a) 2.7(b) 2 GPU 13

18 DCG

19 2.1: 3DCG 2 15

20 3 3DCG 3.1 3D DCG

21 3.1: 3.1 [25] 3D : P 1 P 2 17

22 N 1 N 2 P 1 P 2 N 1 θ 1 P 2 P 1 N 2 θ 2 θ 1 θ 2 (3.1) 0 θ 1 + θ 2 < 180 (3.1) : θ 1 θ 2 (3.2) A A > θ 1 + θ 2 (3.2) θ 1 θ 2 (3.3) 180 θ 1 + θ 2 < 360 (3.3)

23 3.4: θ 1 θ 2 (3.4) B B < θ 1 + θ 2 (3.4) (3.2) 3.1 (3.4)

24 ( ) ( ) (a) (b) (c) 3.5: (a)

25 3.5(b) ( ) 3.5(c) P Q D (3.5) V Q D = V (Q P) 2 (3.5) (3.5) D (3.5) 2 21

26 3.3 API OpenGL[26] 3DCG Fine Kernel ToolKit[27] : 22

27

28 DCG D Metasequoia[29] (a) 4.1(b) 4.1(c) 4.1(d) 4.1(c) 4.1(a) 4.1(b) 4.1(c) 24

29 (a) (b) (c) 4.1: (d) 4.1 3D 25

30 (1) r (r, 0, 0) (2) (r, 0, 0) z (3) (r, 0, 0) y 30 (2) (4) (3) z (d) : (c) 4.1(d) (d) 3D

31 4.2: r 3D 3.2 (3.5) (a) 4.1(d) 4.3(b) 4.3(a) r 2r 4.3 (3.5) D 2D 27

32 (a) r (b) 2r 4.3: 4.3(a) 2r 4.3(b) 4.3(a) (a) 4.4(b) 4.4(a) 28

33 (a) (b) 4.4: 4.1(c) 4.4(a) 4.1(b) (a) 4.5(b) 4.5(c) 4.5(d) [12] 3DCG Autodesk Softimage[28] 4.5(a) 4.5(d) 29

34 (a) (b) (c) 4.5: (d) 4.5(b) 4.5(d) 4.5(b) 4.5(d) 4.5(c) 4.5(d) 30

35 : OS Windows Vista Enterprise Service Pack 2 CPU Intel Core2 Duo E GB fps(frames Per Second) : (fps)

36 DCG 3D 2D 32

37 5.2 (a) (b) (c) (a) (b) (a) ( ) (c) (b) 4.1(d) (a) (a) (b) (c) 33

38 4.4(b) 34

39 6 3DCG 2D 35

40 36

41 [1] Kalnins, R.D. and Markosian, L. and Meier, B.J. and Kowalski, M.A. and Lee, J.C. and Davidson, P.L. and Webb, M. and Hughes, J.F. and Finkelstein, A., WYSIWYG NPR: Drawing strokes directly on 3D models, ACM Transactions on Graphics, Vol.21(3), pp , [2] Gooch, Amy and Gooch, Bruce and Shirley, Peter and Cohen, Elaine, A non-photorealistic lighting model for automatic technical illustration, Proc. SIGGRAPH 1998, pp , [3],, 2009,, pp.49-74, [4] Guptill, A.L. and Meyer, S.E,,, pp.33-43, [5] Guptill, A.L. and Meyer, S.E,,, pp.48-56, [6],,, [7] JET SET RADIO, SEGA ENTERPRISES,LTD.,, [8] VIII, ARMOR PROJECT, BIRD STUDIO, LEVEL-5, SQUARE ENIX,,

42 [9] Kalnins, R.D. and Davidson, P.L. and Markosian, L. and Finkelstein, A., Coherent stylized silhouettes, ACM Transactions on Graphics, Vol.22(3), pp , [10] Praun, E. and Hoppe, H. and Webb, M. and Finkelstein, A., Real-time hatching, Proc. SIGGRAPH 2001, pp , [11], CAPCOM CO., LTD.,, [12] Works Corporation, 69, CG- WORLD( ), Vol.94, pp.85-89, [13] Akenine-Moller, T. and Moller, T. and Haines, E., 2,, pp , [14] Gooch, B. and Sloan, P.P.J. and Gooch, A. and Shirley, P. and Riesenfeld, R., Interactive technical illustration, Proceedings of the 1999 symposium on Interactive 3D graphics, pp.31-38, [15] Mark DeLour, Game Programing Gems 2,, pp , [16] Saito, T. and Takahashi, T., Comprehensible Rendering of 3-D Shapes, Computer Graphics, pp , [17] Decaudin, P., Cartoon-looking rendering of 3D-scenes, [18] Hyunjun Lee and Sungtae Kwon and Seungyong Lee, Real-time pencil rendering, NPAR 2006, pp.37-45, [19] Thomas Luft and Oliver Deussen, Real-time watercolor illustrations of plants using a blurred depth test, NPAR 2006, pp.11-20,

43 [20] Card, D. and Mitchell, J.L., Non-photorealistic rendering with pixel and vertex shaders, ShaderX: Vertex and Pixel Shaders Tips and Tricks, pp , [21] Mitchell, Jason L. and Brennan, Chris and Card, Drew, Real-time imagespace outlining for non-photorealistic rendering, Proc. SIGGRAPH 2002, pp , [22] Rossignac, J. and van Emmerik, M., Hidden contours on a frame-buffer, [23] Evan Hart, Dave Gosselin, John Isidoro, Vertex Shading with Direct3D and OpenGL, [24],,, [25], 3DCG,, [26] Silicon Graphics International., OpenGL, < [27], Fine Kernel Tool Kit System, < [28] Autodesk, Inc., Autodesk Softimage, < [29] Osamu Mizuno, Metasequoia, < 39

1 3DCG [2] 3DCG CG 3DCG [3] 3DCG 3 3 API 2 3DCG 3 (1) Saito [4] (a) 1920x1080 (b) 1280x720 (c) 640x360 (d) 320x G-Buffer Decaudin[5] G-Buffer D

1 3DCG [2] 3DCG CG 3DCG [3] 3DCG 3 3 API 2 3DCG 3 (1) Saito [4] (a) 1920x1080 (b) 1280x720 (c) 640x360 (d) 320x G-Buffer Decaudin[5] G-Buffer D 3DCG 1) ( ) 2) 2) 1) 2) Real-Time Line Drawing Using Image Processing and Deforming Process Together in 3DCG Takeshi Okuya 1) Katsuaki Tanaka 2) Shigekazu Sakai 2) 1) Department of Intermedia Art and Science,

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