Maic Masuch Lars Schumann Stefan Schlechtweg
Department for Simulation and Graphics,
Otto-von-Guericke University of Magdeburg,
Universitätsplatz 2, D-39106 Magdeburg, Germany,
e-mail:
{masuch|stefans}@isg.cs.uni-magdeburg.de
We present a system for rendering 3D animations in the style of
line drawings. We use a highly parameterized line model in order to
determine the appearance of a line. This model allows us to render
characteristic line deviations that remain--in contrast to existing non-photorealistic
rendering systems--frame coherent. Other inconsistencies which result from
intersection and visibility changes during an animation are prevented by a
path reconstruction method. Furthermore, we implemented a keyframing for
linestyle parameters which enables us to extend illustration techniques like
simplification of a scene or the placement of emphasis on certain objects to
the field of 3D computer animation.
Keywords: non-photorealistic rendering, frame-to-frame coherence, computer generated illustrations, non-photorealistic animation, line drawings
The use of non-photorealistic images can have essential advantages. The artist can simplify a picture by leaving out unnecessary and distorting details, and he can focus the viewer's attention on important features. Furthermore, he can stress the importance of certain parts of a depicted scene through variation of the drawing style, e.g. less important regions may be painted with bright, fading lines, while relevant parts may be depicted with strong bold lines. The resulting image is still somehow realistic, but it may differ from a photorealistic presentation in shape, color, texture and even leave out lights and shadows. The use of these techniques is very common in the field of scientific illustration [Hodges:89]. Our goal is to transfer these techniques to the field of computer animation. Here, due to the temporal nature of moving pictures, the viewer has less time to perceive a picture and it is even more important not to distract a viewer with unnecessary details.
All 2D computer animation systems (most of them are in fact D systems), such as TIC-TAC-TOON [FBCGT:95], are strongly related to traditional animation. They are designed to create images that look like their traditional equivalents and are therefore based on two-dimensional drawings. These, however, lack exact shading and perspective correctness of the characters and objects depicted. In addition, this approach turns out to be futile, if we want to render animations using three-dimensional models.
SALESIN et al. presented an interactive system for the creation of pen-and-ink illustrations ([WinkSa:94] and [SaLiAnSa:96]). It is based on stroke textures, collections of strokes arranged in different patterns, to generate texture and tone. The PIRANESI rendering tool, introduced by SCHOFIELD et al., is based on an enriched 2D model to create ``expressive'' images ([RiScho:94] and [LanScho:95]). The extra information enables the system to apply rendering effects which are sensitive to the perspective in the image.
However, all these systems concentrate on the creation of single images and are strongly based on user interaction, which makes them unsuitable for the generation of animations, but this is just a minor hindrance. When applying one of these approaches, the user has to face one major difficulty, a lack of frame-to-frame coherence. On the one hand this results from the usage of stochastic processes to achieve a hand-crafted look. These methods are non-deterministic, i.e. no two successive frames of an animation look the same. Even if there is no motion at all, there is a disturbing distortion due to the random changes in the appearance of the depicted scene elements as no two strokes (or their digital equivalents) are drawn at exact the same position. On the other hand this effect arises if a drawing path somehow changes from one frame to the other due to, for instance, an intersection. This missing frame-to-frame coherence results in an unintended disturbance of the animation.
Up to now, there is only one solution known for the rendering of non-photorealistic animations. In 1996, MEIER presented a system for the generation of animations in a painterly style. There brush strokes, which are treated like particles, are placed on an object to form an image that resembles an oil painting. However, this approach is unsuitable for the field of scientific illustration.
The final line results from the superposition of path and style by calculating a difference vector that specifies the deviations from the original path.


The solution to this problem lies straight at hand, but turns out to be some kind of tricky: The render engine has to keep track of all lines which are segmented due to visual clipping. Then, for those lines that are drawn with a long stroke, the path has to be reconstructed, followed by a bounding correction that determines the intervals, where a stroke clipping has to be performed. This problem arises, whenever a line is drawn in a single continuous stroke. This effect is less disturbing, if many strokes are used to draw a line.
The changes of line style parameters are specified using
keyframes similar to the keyframes used for object
transformations. The animation engine--holding the entire scene
data--generates modification commands for the render engine
that calculates how the visual presentation of an object should
behave (see Section 7). These changes allow to
emphasize certain objects in a scene and are therefore
well-suited for an 'explaining' animation in an illustrative
context.

An effect similar to the variation of the line width can be achieved by
explicitly changing the saturation of the lines depicting an object. The
default color of a depicted object is often black. The frame-by-frame
variation of the line color allows the accentuation of certain sub-objects by
displaying them in a signal-red color or by stressing the importance of an
object by shifting the brightness of the drawing color for all but one scene
element from black to bright gray. The pictures in Figure 6 are taken from a short animation showing the bending of the toe bones of a right
foot. The focus is placed on the phalanx proximalis I [Fen:93],
which is clearly visible as it is the only bone whose drawing style is not
subject to changes.


The hierarchical structure of the scene makes it possible to apply random changes of the drawing style only to certain objects. Each object in a scene can be selected, and its randomness can be specified by a value. This effect can take place instantly or over a certain amount of frames according to the given keyframes.
The randomness of a line is specified by assigning new coordinates to the start and end point of a line. These new points have to be placed in a certain neighborhood e0 around the original point location. For the environment e0=0 no variation is allowed, for e0>0 the point location may vary from frame to frame. The bigger e0, the more the line is subject to changes. Thus, the diameter of e0 directly controls the strength of the derivations and is scaled for the chosen output medium.
A surprising and most interesting effect is that the random variation of a line evokes the illusion of movement, even if the underlying geometry remains unchanged. We therefore call this effect an induced unsteadiness. Especially round objects that are intuitively related to movement create this impression. The effect can be intensified if the depicted object is placed in a scene without fix spatial relationships. The pictures in Figure 7 show a detailed view of four frames of an animation of a simple racing car. The tires, as well as the street are subject to random changes in their appearance. Due to the changing forms from frame to frame a viewer gets the illusion that the car is indeed moving.
This perceptual phenomenon can be categorized in terms of perception theory as apparent motion. The physiological basis for this impression can roughly be explained with certain ``quirks'' of the human visual system: The perception of motion is based on certain motion-sensitive neurons that register the presence of changes in space and time. However, the neural responses to random changes of lines are similar to those evoked by ``real'' motion and therefore trigger the impression ``movement detected''. For a deeper insight to motion perception see [Gold:96] or [SeBl:94].
One part of the input for the animation engine is the 3D geometry
model and possibly corresponding additional information about
importance and line styles used in the rendition. The other part
is a set of keyframes that describes the movement of the objects,
the appearance of the lines over the time and general animation
settings. An object can be of any 3D shape; it may be a light
source or a camera. The animation engine can therefore be seen as
a filter that provides the render engine with the necessary
animation data combined with the additional information, which
consist of the number of frames and settings concerning the line
styles. In order to generate a sequence of images for each object,
its transformations are calculated. For the given keyframes, this
calculation can be done directly, whereas for the intermediate
frames the object movements have to be interpolated. As a linear
interpolation would lead to discontinuities that result in jerky
and unsmooth object movements, the use of splines is common. In
order to achieve a smooth motion, these splines have to satisfy
the condition of second-derivative continuity. Furthermore, a
high degree of locality is desirable in order to keep the
implications for a designed motion path as small as possible when
making adjustments to the animation. Here, the development of
KOCHANEK is of importance. In [Kochanek:84] he
introduced a spline class that satisfies the demands mentioned
above using the control parameters tension, continuity
and bias to specify the shape of the spline. The tension
parameter controls the bending of the curve that represents the
motion path. The continuity influences the ''velocity'' of the
object passing through a key, i.e. the number of frames that
locate the object ''near'' the keyframe, and the bias can shift
the number of frames towards a keyframe or away from it.
One can think of a scene as a collection of objects. These objects may have common and distinctive features. It is possible to model common features only once and allow these features to be inherited by child objects. So, for instance, every scene object--no matter if a 3D geometry object, a camera or a light source--can be moved. Consequently, this movement can be inherited by child objects. Thus the mechanisms implemented in the animation engine can be applied to every object in the scene. Another attribute that can be inherited is an object-specific line style. This allows the user to draw objects--or sub-objects--with different line styles and to change the line style only for selected objects. As changes of linestyle parameters are quite subtle on adjacent frames, the changes can be interpolated using a linear method.
The scene is rendered by performing the line rendering pipeline, and an analytical description (technically speaking: a collection of lines) is passed back to the animation engine which paints the vector-oriented frame presentation on an abstract image. After that a special output device writes subsequent frames into a predefined directory. Currently our system supports PostScript as a resolution-independent output format and TIFF, BMP, GIF and AnimatedGIF as resolution-dependent output formats. Finally, the series of images can be combined into an animation using standard FLIC, MPEG or Quicktime encoders. All in all, we made the experience that for animations consisting solely of black and white images the FLIC format has proven to be quite suitable.
Nevertheless there are still some open problems. For instance,
we would like to implement a hatching method for texturing different surfaces
with different line styles. The behavior of these lines during a surface
deformation should be comparable to conventional texture mapping. Furthermore,
we still do not have any shadow in the scene and--as we render black and
white images--with fast moving objects we encounter a temporal aliasing which
is stronger than in photorealistic images. A motion blurring should be added
to the images to cope with temporal aliasing effects.
The authors wishes to thank all their tutors and colleagues at the ISG,
especially Andreas Raab for his crucial and inspiring work on the line
rendering algorithm and Bert Schönwälder for the implementation of his
work on characteristic lines.
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