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12
A Novel Technique for Opus Vermiculatum Mosaic Rendering
- IN PROC. ACM/WSCG2006
, 2006
"... In this paper we present a method to generate a digital mosaic starting from a raster input image. Mosaics generation of artistic quality is challenging. The basic elements, the tiles, typically small polygons, must be packed tightly, emphasizing orientations chosen by the artist. An adhoc bound ..."
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Cited by 7 (6 self)
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In this paper we present a method to generate a digital mosaic starting from a raster input image. Mosaics generation of artistic quality is challenging. The basic elements, the tiles, typically small polygons, must be packed tightly, emphasizing orientations chosen by the artist. An adhoc boundaries detection have to be performed according to the directional guidelines. Different mosaic styles can be automatically rendered, depending on artistic techniques considered (“opus musivum”, “opus vermiculatum”, etc.). The proposed method is able to reproduce the colors of the original image emphasizing relevant boundaries by placing tiles along their direction. The boundaries detection is based on the statistical region merging algorithm. In particular the technique is able to reproduce the “opus vermiculatum” mosaic style. Several examples reported in the paper show how the right mixture of mathematical tools together with century proved ideas from mosaicists may lead to impressive results.
Modeling with Rendering Primitives: An Interactive Non-Photorealistic Canvas
- PROCEEDINGS OF THE FIFTH INTERNATIONAL SYMPOSIUM ON NON-PHOTOREALISTIC ANIMATION AND RENDERING (NPAR 2007, AUGUST 4–5, 2007, SAN DIEGO, CALIFORNIA, USA)
, 2007
"... We present an interactive approach to non-photorealistic rendering that contrasts with the standard black box character of previous rendering techniques in that observation and interaction take place during rendering. Our technique is based on the idea of approaching non-photorealistic rendering by ..."
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Cited by 6 (3 self)
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We present an interactive approach to non-photorealistic rendering that contrasts with the standard black box character of previous rendering techniques in that observation and interaction take place during rendering. Our technique is based on the idea of approaching non-photorealistic rendering by modeling with rendering primitives. This new approach supports interruption, tweaking, manipulation, and re-direction of the rendering as it develops. While we draw upon computational support for primitive placement to avoid having to painstakingly place each pixel, we limit the computational influence to enable freedom of interaction with the elements. We implement this new paradigm in a stroke-based rendering application using a stack of interaction buffers to store attributes of the primitives during the rendering. By manipulating the data in these buffers we affect the behavior of strokes on the canvas. This allows us to create and adjust images in non-photorealistic styles such as painterly rendering, pointillism, and decorative mosaics at interactive frame rates.
Fast Photomosaic
- In poster proceedings of ACM/WSCG2005, 2005
"... Photomosaic is a technique which transforms an input image into a rectangular grid of thumbnail images preserving the overall appearance. The typical photomosaic algorithm searches from a large database of images one picture that approximates a block of pixels in the main image. Since the quality of ..."
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Cited by 5 (3 self)
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Photomosaic is a technique which transforms an input image into a rectangular grid of thumbnail images preserving the overall appearance. The typical photomosaic algorithm searches from a large database of images one picture that approximates a block of pixels in the main image. Since the quality of the output depends on the size of the database, it turns out that the bottleneck in each photomosaic algorithm is the searching process. In this paper we present a technique to speed-up this critical phase using the Antipole Tree Data Structure. This improvement allows the use of larger databases without requiring much longer processing time.
Vortex Maze Construction
"... Labyrinths and mazes have existed in our world for thousands of years. Spirals and vortices are important elements in maze generation. In this paper, we describe an algorithm for constructing spiral and vortex mazes using concentric offset curves. We join vortices into networks, leading to mazes tha ..."
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Cited by 4 (1 self)
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Labyrinths and mazes have existed in our world for thousands of years. Spirals and vortices are important elements in maze generation. In this paper, we describe an algorithm for constructing spiral and vortex mazes using concentric offset curves. We join vortices into networks, leading to mazes that are difficult to solve. We also show some results generated with our techniques. 1.
Digital Mosaic Frameworks- An Overview
"... Art often provides valuable hints for technological innovations especially in the field of Image Processing and Computer Graphics. In this paper we survey in a unified framework several methods to transform raster input images into good quality mosaics. For each of the major different approaches in ..."
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Cited by 3 (2 self)
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Art often provides valuable hints for technological innovations especially in the field of Image Processing and Computer Graphics. In this paper we survey in a unified framework several methods to transform raster input images into good quality mosaics. For each of the major different approaches in literature the paper reports a short description and a discussion of the most relevant issues. To complete the survey comparisons among the different techniques both in terms of visual quality and computational complexity are provided.
RenderBots -- Multi Agent Systems for Direct Image Generation
- COMPUTER GRAPHICS FORUM
, 2005
"... The term stroke-based rendering collectively describes techniques where images are generated from elements that are usually larger than a pixel. These techniques lend themselves well for rendering artistic styles such as stippling and hatching. This paper presents a novel approach for stroke-based r ..."
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Cited by 2 (0 self)
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The term stroke-based rendering collectively describes techniques where images are generated from elements that are usually larger than a pixel. These techniques lend themselves well for rendering artistic styles such as stippling and hatching. This paper presents a novel approach for stroke-based rendering that exploits multi agent systems. RenderBots are individual agents each of which in general represents one stroke. They form a multi agent system and undergo a simulation to distribute themselves in the environment. The environment consists of a source image and possibly additional G-buffers. The final image is created when the simulation is finished by having each RenderBot execute its painting function. RenderBot classes differ in their physical behavior as well as their way of painting so that different styles can be created in a very flexible way.
A Novel Artificial Mosaic Generation Technique Driven by Local Gradient Analysis
"... Abstract. Art often provides valuable hints for technological innovations especially in the field of Image Processing and Computer Graphics. In this paper we present a novel method to generate an artificial mosaic starting from a raster input image. This approach, based on Gradient Vector Flow compu ..."
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Cited by 2 (2 self)
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Abstract. Art often provides valuable hints for technological innovations especially in the field of Image Processing and Computer Graphics. In this paper we present a novel method to generate an artificial mosaic starting from a raster input image. This approach, based on Gradient Vector Flow computation and some smart heuristics, permit us to follow the most important edges maintaining at the same time high frequency details. Several examples and comparisons with other recent mosaic generation approaches show the effectiveness of our technique.
Surface Mosaics
"... This paper considers the problem of placing mosaic tiles on a surface to produce a surface mosaic. We assume that the user specifies a mesh model, the size of the tiles and the amount of grout, and optionally, a few control vectors at key locations on the surface indicating the preferred tile orient ..."
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Cited by 1 (0 self)
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This paper considers the problem of placing mosaic tiles on a surface to produce a surface mosaic. We assume that the user specifies a mesh model, the size of the tiles and the amount of grout, and optionally, a few control vectors at key locations on the surface indicating the preferred tile orientation at these points. From these inputs, we place equal-sized rectangular tiles over the mesh such as to almost cover it, with controlled orientation. The alignment of the tiles follows a vector field which is interpolated over the surface from the control vectors, and also forced into alignment with any sharp creases, open boundaries, and boundaries between regions of different colors. Our method efficiently solves the problem by posing it as one of globally optimizing a spring-like energy in the Manhattan metric, using overlapping local parameterizations. We demonstrate the effectiveness of our algorithm with various examples.
A Survey of Digital Mosaic Techniques
"... email:{battiato, gdiblasi, gfarinella, gallo}dmi.unict.it ..."
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Cited by 1 (0 self)
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email:{battiato, gdiblasi, gfarinella, gallo}dmi.unict.it
Flow-Based Automatic Generation of Hybrid Picture Mazes
"... A method for automatically generating a picture maze from two different images is introduced throughout this paper. The process begins with the extraction of salient contours and edge tangent flow information from the primary image in order to build the overall maze. Thus, mazes with passages flowin ..."
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A method for automatically generating a picture maze from two different images is introduced throughout this paper. The process begins with the extraction of salient contours and edge tangent flow information from the primary image in order to build the overall maze. Thus, mazes with passages flowing in the main edge directions and walls that effectively represent an abstract version of the primary image can be successfully created. Furthermore, our proposed approach makes possible the use of their solution path as a means of illustrating the main features of the secondary image, while attempting to keep its image motif concealed until the maze has been finally solved. The contour features and intensity of the secondary image are also incorporated into our method in order to determine the areas of the maze to be shaded by allowing the solution path to go through them. Moreover, an experiment has been conducted to confirm that solution paths can be successfully hidden from the participants in the mazes generated using our method. Categories and Subject Descriptors (according to ACM CCS): I.3.8 [Computer Graphics]: Applications—J.5 [Computer Applications]: Arts and Humanities—

