2009 3DCG M0106423
2009 3DCG : M0106423 3DCG,,,, 3DCG 2D 3DCG 2D 3DCG 3DCG
1 1 1.1................................. 1 1.2................................. 1 1.3............................... 3 1.4................................. 4 2 3DCG 5 2.1.................... 5 2.2....................... 8 2.3.................. 11 2.4..................... 14 3 16 3.1.............................. 16 3.2.................... 20 3.3................................... 22 4 24 4.1.......................... 24 4.2.......................... 29 4.3.................... 31 5 32 5.1................................... 32 5.2............................... 33 6 35 36 37 I
2.1.................... 6 2.2............ 7 2.3......................... 8 2.4................ 9 2.5.................. 10 2.6............ 12 2.7..................... 13 3.1............................ 17 3.2................ 17 3.3........................ 18 3.4........................ 19 3.5.............. 20 3.6.............................. 22 4.1................... 25 4.2.......................... 27 4.3............. 28 4.4............ 29 4.5........................ 30 II
1 1.1 3 ( 3DCG) (Non-Photorealistic Rendering:NPR) [1][2] 2D 3DCG 3DCG [3] 1.2 [4] 1
2D 3DCG 2D [5] 2D [6] 3DCG 1 30 60 JET SET RADIO [7] VIII [8] NPR [9][10] 2
2D 3DCG [11] [12] NPR 2D 1.3 3DCG 1.2 3 3DCG 3D 3DCG 3
3DCG 1.4 2 3DCG 3 4 5 6 4
2 3DCG 3DCG 2.1 2.2 2.3 3D 2.4 3DCG 2 [13] 2.1 ( ) Gooch [14] Marshall Game Programing Gems 2 [15] 2.1 5
2.1: 1 0 0 1 1 1 2.2(a) 2.2(b) 2.2(a) N ( ) L N L 2 s V N V t s t t 0 1 6
s t t 1 2.2(b) s 0 1 s t (a) 1 (b) 2 2.2: 2.3 7
2.3: 2.2 3 Saito [16] Decaudin[17] Decaudin [18] [19] Decaudin ( ) Decaudin ( ) 2.4 8
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
(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
GPU ( ) Laplacian Sobel 1 Card Mitchell GPU 2.3 Rossignac [22] Evan [23] 11
[24] 3D 1. 2. 3. 2.6 3D (a) (b) (c) 1 (d) 2 (e) 3 (f) 2.6: 2.6(a) 2.6(b) 2.6(e) 12
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
1 3 2.4 3DCG 2 2.1 14
2.1: 3DCG 2 15
3 3DCG 3.1 3D 3.2 3.1 3.3 1.3 3.1 3DCG 3.1 16
3.1: 3.1 [25] 3D 3.2 3.2: P 1 P 2 17
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) 3.3 3.3: 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) 3.4 18
3.4: θ 1 θ 2 (3.4) B B < θ 1 + θ 2 (3.4) (3.2) 3.1 (3.4) 3.1 19
3.2 3.1 ( ) 2.3 1. 2. ( ) 3. 4. 3.5 (a) (b) (c) 3.5: 2.3 3.5(a) 3.1 20
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
3.3 API OpenGL[26] 3DCG Fine Kernel ToolKit[27] 3.6 3.6: 22
3.1 3.1 23
4 3 4.1 3.3 3DCG 4.2 4.3 3D Metasequoia[29] 4.1 4.1 4.1(a) 4.1(b) 4.1(c) 4.1(d) 4.1(c) 4.1(a) 4.1(b) 4.1(c) 24
(a) (b) (c) 4.1: (d) 4.1 3D 25
(1) r (r, 0, 0) (2) (r, 0, 0) z 30 30 (3) (r, 0, 0) y 30 (2) 30 60 30 60 (4) 80 80 (3) z 45 80 80 90 90 4.1 4.1(d) 4.1 4.1: 80 60 30 0 30 60 80 8 12 12 12 12 12 8 4.1(c) 4.1(d) 4.1 4.1(d) 3D 4.2 4.1 26
4.2: r 3D 3.2 (3.5) 4.3 4.3(a) 4.1(d) 4.3(b) 4.3(a) r 2r 4.3 (3.5) D 2D 27
(a) r (b) 2r 4.3: 4.3(a) 2r 4.3(b) 4.3(a) 4.4 4.4(a) 4.4(b) 4.4(a) 28
(a) (b) 4.4: 4.1(c) 4.4(a) 4.1(b) 4.2 4.5 4.5(a) 4.5(b) 4.5(c) 4.5(d) [12] 3DCG Autodesk Softimage[28] 4.5(a) 4.5(d) 29
(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
4.3 4.2 4.2: OS Windows Vista Enterprise Service Pack 2 CPU Intel Core2 Duo E8500 4.00GB fps(frames Per Second) 1 4.3 4.3: (fps) 956 60.4 60.0 1790 56.0 56.0 2689 37.6 37.4 3094 27.0 27.4 4.3 31
5 4 5.1 5.2 5.1 3DCG 3D 2D 32
5.2 (a) (b) (c) (a) (b) (a) ( ) (c) 4.1 4.4(b) 4.1(d) (a) (a) (b) (c) 33
4.4(b) 34
6 3DCG 2D 35
36
[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.755-762, 2002. [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.447-452, 1998. [3],, 2009,, pp.49-74, 2009. [4] Guptill, A.L. and Meyer, S.E,,, pp.33-43, 1977. [5] Guptill, A.L. and Meyer, S.E,,, pp.48-56, 1976. [6],,, 2009. [7] JET SET RADIO, SEGA ENTERPRISES,LTD.,, 2000. [8] VIII, ARMOR PROJECT, BIRD STUDIO, LEVEL-5, SQUARE ENIX,, 2004. 37
[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.856-861, 2003. [10] Praun, E. and Hoppe, H. and Webb, M. and Finkelstein, A., Real-time hatching, Proc. SIGGRAPH 2001, pp.581-586, 2001. [11], CAPCOM CO., LTD.,, 2006. [12] Works Corporation, 69, CG- WORLD(2006 6 ), Vol.94, pp.85-89, 2006. [13] Akenine-Moller, T. and Moller, T. and Haines, E., 2,, pp.247-267, 2006. [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, 1999. [15] Mark DeLour, Game Programing Gems 2,, pp.436-443, 2002. [16] Saito, T. and Takahashi, T., Comprehensible Rendering of 3-D Shapes, Computer Graphics, pp.197-206, 1990. [17] Decaudin, P., Cartoon-looking rendering of 3D-scenes, 1996. [18] Hyunjun Lee and Sungtae Kwon and Seungyong Lee, Real-time pencil rendering, NPAR 2006, pp.37-45, 2006. [19] Thomas Luft and Oliver Deussen, Real-time watercolor illustrations of plants using a blurred depth test, NPAR 2006, pp.11-20, 2006. 38
[20] Card, D. and Mitchell, J.L., Non-photorealistic rendering with pixel and vertex shaders, ShaderX: Vertex and Pixel Shaders Tips and Tricks, pp.319-333, 2002. [21] Mitchell, Jason L. and Brennan, Chris and Card, Drew, Real-time imagespace outlining for non-photorealistic rendering, Proc. SIGGRAPH 2002, pp.239-239, 2002. [22] Rossignac, J. and van Emmerik, M., Hidden contours on a frame-buffer, 1992. [23] Evan Hart, Dave Gosselin, John Isidoro, Vertex Shading with Direct3D and OpenGL, 2001. [24],,, 2004. [25], 3DCG,, 2006. [26] Silicon Graphics International., OpenGL, <http://www.opengl.org/>. [27], Fine Kernel Tool Kit System, <http://fktoolkit.sourceforge.jp/>. [28] Autodesk, Inc., Autodesk Softimage, <http://www.autodesk.co.jp/>. [29] Osamu Mizuno, Metasequoia, <http://www.metaseq.net/>. 39