Monday, March 31, 2008

Non-photorealistic Rendering: Breathing life to a drawing

I am personally tired of photorealistic graphics. The amount of work involved is obscene and with games like Crysis already on the market it is rather depressing how far one has to go to catch up to today’s standards. Just recently I found the title for an area of interest: Non-photorealistic redering (NPR for short). I’ve seen fascinating examples in video games such as The Legend of Zelda: Wind Waker, Okami, and Sly Cooper. Most seem to focus on some sort of cartoon shader. I however wish to do the following:

• Display a teacup and a sphere next to each other
• Render the teacup and sphere in a sketch form (I will settle for a cartoon shader if this becomes a problem)
• Add noise parameters to the rendering of specific objects to create movement along the different pieces of the model
• Run in real time

I am currently using a 1.67 GHz Powerbook G4 laptop with 2 GB DDR SDRAM. I will develop the system in a GLUT window in C++ using Xcode as my primary text editor. I plan to use objects rendered in OpenGL that will be shaded using my own code in the OpenGL shading language. I will then attempt to adapt my shader using Ken Perlin’s noise function.
My itinerary will look like this:

• Weeks 3-5: Research on NPR techniques
• Weeks 6-7: Learn the OpenGL shading language
• Weeks 8-10: Implementation

My final presentation will likely consist of slides describing the techniques used in my implementation ending with an in-class demo of my results.