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IEICE TRANS. INF. & SYST., VOL.E89–D, NO.

3 MARCH 2006
1238

PAPER
Wrinkle Rendering of Terrain Models in Chinese Landscape
Painting
Der-Lor WAY†,††a) and Zen-Chung SHIH† , Nonmembers

SUMMARY Landscapes have been the main theme in Chinese paint- nese. However, the represented material differs from that
ing for over one thousand years. Chinese ink painting is a form of non- represented by hatching. Texture strokes can be used to rep-
photorealistic rendering. Terrain is the major subject in Chinese landscape
resent a rough, cracked surface. Ts’un in Chinese landscape
painting, and surface wrinkles are important in conveying the orientation of
mountains and contributing to the atmosphere. Over the centuries, masters painting is woven strokes that depict terrain textures. The
of Chinese landscape painting have developed various kinds of wrinkles. main goal of this work is to develop a set of novel methods
This work develops a set of novel methods for rendering wrinkles in Chi- for rendering terrain wrinkles (texture strokes) in Chinese
nese landscape painting. A three-dimensional terrain is drawn as an outline landscape painting. A specific 3D terrain model is drawn in
and wrinkles, using information on the shape, shade and orientation of the
terrain’s polygonal surface. The major contribution of this work lies in the
outline and with texture strokes based on information on the
modeling and implementation of six major types of wrinkles on the sur- shape, shade and orientation of the model surface.
face of terrain, using traditional Chinese brush techniques. Users can select The main contribution of this investigation is the mod-
a style of wrinkle and input parameters to control the desired effect. The eling and implementation of six major texture strokes for
proposed method then completes the painting process automatically.
terrain surface using traditional brush techniques in Chi-
key words: non-photorealistic rendering (NPR), hatching, principle cur-
vature direction, ts’un, texture stroke, Chinese landscape paintins nese landscape painting. The proposed rendering tech-
nique involves many fundamental parts, illustrated in Fig. 2.
First, 3D terrain information is extracted to detect the edges
1. Introduction
of the silhouettes, and to generate streamlines and ridge
meshes. The outline of a silhouette is then constructed and
During recent years, much research has addressed Western the streamlines of the texture strokes are generated. All con-
painting on Non-Photorealistic Rendering (NPR), including trol lines that involve the silhouette and streamlines then are
watercolors [3], [9], impressionistic painting [14], [20], pen- projected onto a 2D viewing plane. Brush strokes then are
cil sketches [31], [32] and hatching strokes [7], [10], [15], applied to create an outline drawing and the texture of rock
[24], [30], [41]. These approaches deliver good results in is captured using vertical or slanted strokes along the con-
western painting. However, these methods are inappropri- trol lines with a rich ink tone specified by a luminance map.
ate for Chinese ink painting. Chinese ink paintings typi- Finally, the ink diffusion on the rice paper is simulated [12].
cally comprise a few simple strokes intended to convey the The rest of this paper is organized as follows. Section 2
artist’s deep feelings regarding the painted object. Simulat- reviews works related to NPR. Section 3 then introduces
ing the style of Chinese landscape painting is challenging. the properties of the six major texture strokes used in Chi-
The style includes free brush strokes, surface wrinkle and nese landscape painting. Subsequently, Sect. 4 describes the
ink diffusion on the paper [1], [8], [21]. process of rendering texture strokes in detail. Next, Sect. 5
One skill used in Western painting is using hatching shows the six different rendering styles of wrinkle. Section 6
strokes simultaneously to convey the type of material, tone, demonstrates the effectiveness of the method by presenting
and form [7], [10], [15], [24], [30], [41]. Hatching describes results. Finally, Sect. 7 describes conclusions and suggests
groups of strokes with a spatially coherent direction and areas for future research.
quality. Stroke density controls the tone of the shading,
while the character and arrangement of the strokes suggests 2. Related Works
a surface texture. In pen-and-ink illustrations, variable-
density hatching and complex hatch patterns convey shape, In scientific and engineering applications, there is also a
texture and lighting. Texture strokes called “ts’un” in Chi- need to abstract other form-defining cues from a grid Dig-
Manuscript received November 26, 2004. ital Elevation Model (DEM). Visvalingam et al. [36]–[38]
Manuscript revised June 25, 2005. showed the possibility of automatically abstracting a type

The authors are with the Department of Computer and Infor- of static 2.5D sketch called the profile-stroke (P-stroke)
mation Science, National Chiao Tung University, 1001 Ta-Hsueh sketch. Lesage and Visvalingam [18] reviewed an image-
Rd, Hsinchu, Taiwan 30010, R.O.C. based approach for deriving artistic sketches of terrain sur-
††
The author is with the Graduate School of Arts and Tech-
faces. Lesage and Visvalingam used a 3D visualization
nology, Taipei National University of Arts, 1, Hsuen-Yuen Road,
Peitou, Taipei, 112, Taiwan, R.O.C. system for rendering luminance maps of different type of
a) E-mail: adler@cis.nctu.edu.tw terrain, and compared four common image-based edge de-
DOI: 10.1093/ietisy/e89–d.3.1238 tectors for extracting the sketches. Although Lesage and

Copyright 
c 2006 The Institute of Electronics, Information and Communication Engineers
WAY and SHIH: WRINKLE RENDERING OF TERRAIN MODELS IN CHINESE LANDSCAPE PAINTING
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(a) Hemp-fiber stroke (b) Axe-cut stroke (c) Lotus-leaf stroke

(d) Raindrop stroke (e) Mi-dot stroke (f) Boneless stroke


Fig. 1 Six main texture strokes examples in actual Chinese landscape paintings by Liu [13].

Visvalingam reproduced pen, pencil and charcoal sketching tical and slanted strokes. An interactive tool for painting
styles that can be obtained by adjusting the grey scale and two rock textures (hemp-fiber and axe-cut) on a 2D image
thickness of output primitives, unfortunately these styles of was also presented. Furthermore, a method [12] of simu-
sketching differ from the properties of Chinese painting. lating the diffusion of ink on rice paper was provided. The
Expressive brush strokes are the first requirement in proposed method was based on a physical mechanism and
Chinese landscape painting. Little research has addressed observational model of the interaction among real drawing
methods for simulating brush stroke and ink behavior. The materials used in Chinese ink painting and of the variation
brush has been simulated as a collection of bristles that in ink diffusion in the real world. The method can simulate
evolve during a stroke. Strassmann [33] was the first to various tone expressions on different paper types. The ef-
consider a hairy brush as a 1D array of bristles. Lee [16], fect of mixing strokes from different brush types was also
[17] considered elastic bristles that obey Hooke’s law and simulated.
described diffusion rendering of black ink paintings using This work is also related to research on 3D non-
new paper and ink models. Zhang et al. [44] presented a 2D photorealistic rendering, [4], [11], [13], [14] including styl-
simple cellular automaton-based simulation of ink behavior. ized line illustrations, artistic hand-drawn illustrations and
Furthermore, Saito and Nakajima [28] devised a 3D physics- hatching painting styles. Many study have addressed the
based brush model that enables users to paint various strokes problem of generating silhouettes and high-quality hatch-
intuitively and directly on a computer with a pen-like input ing of static scenes. Markosian et al. [22] presented a
device. Xu et al. [42], [43] proposed a two-level hierarchi- randomized algorithm for locating silhouettes. Moreover,
cal geometry model. They used three B-spline curves to Winkenbach and Salesin [41] designed a method of render-
control the three-dimensional brush geometry. Chu et al. [2] ing smooth surfaces with pen-and-ink. Salisbury et al. [30]
designed a 3D virtual brush model with ink depositing from introduced prioritized stroke textures with tone values that
brush to paper in real time. are mapped to the stroke arrangements, and presented im-
Sato et al. [29] extend their previous work to gener- pressive examples of computer-generated hatching. Fur-
ate sumi-e like paintings of arbitrary objects from three- thermore, Sousa and Buchanan [31], [32] focused on the
dimensional polygonal models. Their proposed method re- technical aspects of physically simulating real media, in-
alizes three brush stroke (Kou, Ten, and Shun) techniques cluding pencil, crayon, blenders and erasers. Hertzmann
for generating landscapes paintings. A Kou stroke is gen- and Zorin [10] generated high-quality silhouettes and estab-
erated for line drawing; a Ten stroke has the shape like a lished a scheme for placing image-space strokes for cross-
grain of rice, which is similar to dot stroke (Fig. 1 (d) and hatching. Moreover, Lake et al. [15] described an interactive
(e)); a Shun stroke has the shape like a hemp-fiber stroke hatching system with stroke coherence in the image space.
(Fig. 1 (a)). Finally, the method of Freudenberg [7] involved encoding a
Our earlier work [39] modeled the effects of brush stroke texture as a halftone pattern.
strokes in traditional Chinese ink painting. That investiga- Surface rendering using principle curvature directions
tion simulated two fundamental brush strokes, namely ver- has recently become an extremely popular technique for
IEICE TRANS. INF. & SYST., VOL.E89–D, NO.3 MARCH 2006
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non-photorealistic rendering. The most natural geomet- ern Sung landscape paintings between the 12th and 13th
ric candidate is the pair of principal curvature direction centuries. Moreover, this stroke is ideal for depicting very
fields [6], [35]. Rössl et al. [25]–[27] provided a new ap- hard rock. The best-known exponents of the axe-cut strokes
proach for automatically generating a direction field for the are Ma Yuan and Hsia Kwei, associated with the Northern
strokes. Discrete curvature analysis of such meshes permits School of landscape painting, which thrived during the Sung
the estimation of differential parameters. Curvature lines are dynasty.
then constructed and used as strokes. This work also designs • Lotus-Leaf Stroke
a simple weighted technique that uses a reference direction The lotus-leaf stroke was named owing to its similarity to
generating smooth direction fields on a surface, which are the pattern of veins of lotus leaves, shown in Fig. 1 (c).
suitable for generating streamlines for texture strokes of the These veins diverge and divide outwards from a central line
surface of a terrain. many times. The lotus leaf stroke is used to represent moun-
tain ridges or cracks in rocks and is always painted using a
3. Texture Strokes (Ts’un) vertical brush.
• Raindrop Stroke
The Chinese ts’un depicts texture in Chinese painting. Ts’un This stroke, Fig. 1 (d), is named after the rain because it re-
represents a rough, cracked surface. Ts’un refers to wo- sembles a raindrop that has just reached the ground. This
ven strokes that depict the texture of rocks. According to stroke is also known as the sesame stroke, the thorn stroke
“The Mustard Seed Garden”, published in 1679, 19 texture or the bean stroke. This stroke is applied particularly in the
strokes were recognized by the time of the Ching Dynasty. foreground of paintings including several broken fragments
These texture strokes are the most important elements of of rock. This stroke can be used to depict rocks that have
Chinese landscape painting. been eroded, and thus have developed pockmarks and holes.
Different kinds of texture strokes are used to represent • Mi-Dot Stroke
different kinds of mountain. For example, granite moun- Mi-dot, Fig. 1 (e), is named after the artist who first used this
tains, which always appear as squares or pyramids, are al- kind of dot, Mi Fei (1051–1107 A.D.). This dot is particu-
ways painted using axe-cut strokes. Meanwhile, sedimen- larly good for portraying cloudy mountains and rainy land-
tary mountains, which have a striated or layered texture, scapes. This stroke is not only a texture stroke, but can also
can be painted using hemp fiber strokes. Topographically, be used to depict a mountain forest containing several trees.
old flat lands are always painted using hemp-fiber strokes. These dots frequently appear horizontally, and therefore are
When old lands rise up and are cut by rivers, they are treated also called horizontal dots.
as new and may be painted using axe-cut strokes. Moreover, • Boneless Stroke
young land that is eroded by rain and rivers and becomes The boneless stroke, Fig. 1 (f), is always painted with a wet
softer can be painted using hemp-fiber strokes and lotus-leaf brush, using slanted strokes. The ink gradation is very soft
strokes. and differs from other texture strokes which have a strong,
In the development of texture strokes in Chinese land- hard feeling. This stroke is not good for depicting the texture
scape painting prior to the tenth century, the Chinese only of rocks, but can successfully provide a three-dimensional
used outlines to depict rocks and mountains, but they did feeling and give form and substance to rock. This stroke is
not yet use texture strokes. Within the outlines, ink shading good present mountains are in the fog or in the mist.
was applied. Later artists attempted to substitute ink shad-
ing for the texture strokes. Generally, texture strokes are 4. Texture Stroke Construction
applied using six techniques. Figure 1 shows these six kinds
of texture strokes painted by Liu [21]. This section describes the rendering of texture strokes and
• Hemp-Fiber Stroke the use of the traditional brush technique to create primitive
Hemp-fiber stroke, shown in Fig. 1 (a), spreads and weaves strokes. Figure 2 illustrates the process of producing texture
like the fibers of the hemp from which it takes its name. strokes, which includes several basic elements:
The hemp-fiber stroke is one of the most important strokes
in Chinese landscape painting. Several texture strokes have (1) 3D information extraction: 3D terrain models rendered
been designed from the hemp-fiber strokes. The hemp-fiber using OpenGL include vertices, edges, faces and so on.
stroke is a long line stroke painted with a dry vertical brush. The luminance map is specified as ink tone values.
Numerous long strokes are woven together in a pattern that (2) Control line construction: a direction field on the sur-
frequently resembles a fishing net. This stroke imparts a face is computed, silhouette lines are detected and
rich, profound and soft feeling and is best used for depicting streamlines in 3D object space are generated.
rough rock surfaces. (3) Projection: all control lines, silhouette lines and
• Axe-Cut Stroke streamlines are projected onto a 2D viewing plane.
The axe-cut stroke is a slanted stroke used in painting much (4) Brush stroke: brush strokes are applied as outlines
like an axe is used to cut wood, shown in Fig. 1 (b). The in the drawing, and the texture strokes are vertical or
axe-cut stroke is excellent for represent smooth cliffs and slanted strokes [39] following streamlines using a rich
flat, planar rock surfaces. This stroke dominated South- ink tone specified by a luminance map.
WAY and SHIH: WRINKLE RENDERING OF TERRAIN MODELS IN CHINESE LANDSCAPE PAINTING
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Fig. 3  ref of a mesh F.


The reference direction G

4.2 Drawing of Outlines

The outline, or silhouette, is the dominant feature of a shape.


For polygonal meshes, a silhouette edge is defined as one
that connects front and back facing triangles. Visibility and
adjacency then are determined based on a 2D projection of
the silhouette edges. These edges are linked to create a long
path. Each brush stroke then is drawn in a style chosen
by the user. These silhouette edges should be recalculated
whenever the view changes. This work attempts to render
attractive silhouette outlines of 3D geometric shapes, using
brush-strokes along well-chosen paths around each object.

4.3 Generation of Streamlines

A direction field on the surface should be chosen for stream-


line generation. A natural geometric candidate is the pair
of principal curvature direction fields [6], [35]. Ohtake et
Fig. 2 Surface wrinkle rendering diagram. al. [23] presented adaptive smoothing tangential direction
fields on a polygonal surface. Ohtake’s method effectively
simulated pen-and-ink drawings of 3D objects. However,
(5) Ink Diffusion: the motion of ink on rice paper is simu- Chinese landscape painting seeks to simulate the surface
lated [12]. texture of a terrain. The basic idea of generating streamlines
Each part of the rendering diagram, shown in Fig. 2, is adjusted for applying texture strokes.
builds upon the others and is crucial for developing texture Given a triangulated surface and the principal curvature
stroke rendering methods. This work focuses on simulating directions at each vertex, the weighted averaging scheme re-
the six main texture strokes and builds upon our previous peatedly and simultaneously updates each vertex direction
works [12], [39], [40]. Users can easily choose a style of tex- by calculating the weighted sum of the directions. Selecting
ture stroke and input parameters for controlling the desired such a weight smooth the direction field and maintains the
effects. The proposed method then automatically completes coherence of the reference direction. The reference direc-
the painting process. tion is the gravity direction of the terrain. DEM is a grid
field of height, so for any vertex P (P x , Py , Pz ), Py is the
height of the vertex. Figure 3 displays a triangular mesh F
4.1 Extracting 3D Information
with normal vector F n . Moreover, G  denotes the direction
of gravity (0, −1, 0). Let G  + F n , where G
 ref = G  ref is the
The Digital Elevation Model (DEM), also known as a grid

projection of vector G onto F. Finally, the vector t(P) is
field, is a popular terrain file format in science and engineer-
ing applications. All the terrain models presented here were the initial principal direction estimated at the vertices of the
provided by 3DEM Visualization Software [45]. Moreover, mesh
   
the grids of DEM heights were transformed into adjacent  n   n 
triangles. The inputs of the 3D terrain polygonal models 
t(P) = t(P) +  
[Wi × t(Qi )] 1 + Wi ,
were rendered using OpenGL include vertices, edges and i=1 i=1
  
faces. Moreover, the shading intensity was determined us-  n 
ing the luminance map. The gray-scaled image specifies the Wi = (POi )   POi  ,
i=1
ink tone values. All information can be extracted during the
pre-process step without user intervention. where Qi are all the neighboring vertices of P.
IEICE TRANS. INF. & SYST., VOL.E89–D, NO.3 MARCH 2006
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The vector t(F) is the streamline direction field com- streamlines; every triangle generates one streamline, which
bined with t(P1 ), t(P2 ), t(P3 ) and Gref on triangle F, t(F) = does not stop until it meets the ravine; (2) Compute the num-
αGref + (1 − α)(t(P1 ) + t(P2 ) + t(P3 )), where 0 < α < 1. ber of streamlines S total (Fi ) that pass through the triangle
Restated, if a raindrop were to fall on surface F, it would mesh Fi ; (3) specify a threshold S threshold : if the number of
flow along the streamline direction t(F). streamlines S total (Fi )  S threshold . Then, Fi is a ridge trian-
Once the streamline direction field is smoothed by the gle mesh. Let Ridge(F) represent a set of triangle meshes,
reference direction, a direction field t(F) is defined on the Ridge(F) = {S total (Fi )  S threshold ; 0  i < n, where n is the
face of every triangle mesh. An initial point inside a trian- number of triangle meshes of a terrain}. Normally, the mesh
gle is selected, and the streamline is traced from the point, of the mountain peak only generates one passing stream-
according to S k+1 = S k + ρt(Fk ), where ρ is a real num- line (S total (Fpeak )  1). Figure 5 (c) plots the streamlines
ber such that the line meets the edge of the triangle. More- generated using ridge meshes. The ridge triangle mesh is
over, S k+1 is located on the edge of the triangle. The tracing extremely important for rendering lotus-leaf texture strokes.
of the streamline ends when the streamline direction con-
flicts with another streamline direction of the neighboring 4.5 Level of Detail
triangle, as shown in Fig. 4, where the streamline stops at
a ravine. Each triangle mesh can generate one streamline. The level of detail (LOD) modeling method is an effective
Figure 5 (a) depicts the resulting stroke streamlines obtained approach for interactively visualizing complex terrain mod-
by this method. els. When the terrain is so far away that it only occupies
The segments of S i are defined by segment(S i ), which one pixel, there is very little use in modeling the terrain in
is number of triangles through which S i passes. For exam- high detail. Figure 5 (a) plots all streamlines without LOD,
ple, segment(S ) is 9 in Fig. 4. The average of segment(S i ) the entire streamlines do not need to be displayed in sig-

n
of a terrain is defined by AVG(S ) = [segment (S i )] n, nificant detail because they may be obscured by a visible
i=1 piece of the model, or be far enough away to make the de-
where n denotes the number of triangular meshes of a tail meaningless. A large number of researchers have devel-
terrain. Normally, the number of iterations required for oped algorithms for approximating terrains and other height
smoothing is AVG(S ). fields using polygonal meshes. Taylor and Barrett [34] ex-
tract mesh approximations from rectangular quad-tree hier-
4.4 Ridge Mesh archies. Both Lindstrom et al. [19] and Duchaineau et al. [5]
define binary-tree hierarchies based on binary subdivision
The following steps are performed to determine whether a of right isosceles triangles, and demonstrate real-time view-
mesh F is a ridge mesh of a terrain model. (1) Locate all the dependent LOD. In the proposed approach, the number of
strokes to be shown is determined with the LOD. For each
initial vertex Pi of streamline S i , Depth(Pi ) represents the
depth value of Pi . Based on the Depth(Pi ) value, look up
the hierarchical tree which streamline S i is selected or not.
The streamlines are completely visible only when close to
the viewer. Figure 5 (b) depicts the stroke streamlines using
LOD. LOD is creating an impression of viewing distance
when rendering terrain. The depth value also influences the
width of the streamline brush stroke.

4.6 Brush Stroke of Streamlines

In order to generate brush strokes on the rice paper, the mod-


els of the previous work are utilized [33], [39], [40]. In this
Fig. 4 An example of streamlines generation. section, only explain the brush strokes of streamlines briefly.

(a) Streamlines without LOD (b) Streamlines with LOD (c) Streamlines from ridge mesh

Fig. 5 Examples of streamlines rendering with three different conditions.


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The stroke of streamline is applied using a precise and stroke is guaranteed to have the same position and stroke
flexible Cardinal spline. Cardinal spline is an interpolated parameters.
but not approximated curve, which passes through all the
specified control points. All points of one streamline can be 5. Interactive Texture Rendering
selected as control points. Cardinal spline facilitates slack-
ness control by adjusting parameter t, with a smaller t im- This work has designed an interactive application base on
plying a slacker curve. Figure 6 illustrates the precision and the surface wrinkle rendering diagram (Fig. 2). This system
flexibility of the Cardinal spline. The brush stroke line can has two editing modes: brush model and texture rendering.
be either softened or hardened. In each case, we provide an interface for direct user control,
While painting the brush stroke line, painters generally and rendering algorithms to support the required interactiv-
slow the brush movement and increase the brush pressure to ity.
capture the verve of the rock [33]. The pressure P is varied Our previous work provided a brush model that en-
from 0 to 1. P determines whether bristles touch the rice ables a user to paint the Chinese brush simulation with initial
paper and the amount of ink deposited. For each bristle bi , conditions. There are slider controls to adjust the physical
the pressure weight W p is defined by, parameters for the brush (ink decreasing, ink soaking vari-
  
bi −B
ation, bristle material, bristle dry-out, wet effect, and ink





 0, if ≥P blending). The details of brush model are described in [39],

   2·B 
Wp =        (1) [40]. The luminance map is a reference shading image for

  bi −B  bi −B ink tone during ink diffusion.

  
  2·B·P  · (P−1)+1, if 2·B < P
 When loading the terrain model, there are many 3D
information need to extract before texture rendering (de-
where bi is the coordinate of bi in the contact region, and scribed in Sect. 5.1). Furthermore, the user selects one of the
B is the long axis of the ellipse contact region. Accord- six texture styles and input parameters to control the desired
ing to Eq. (1), even the same bristle exhibits a different de- effect (described in Sect. 5.2). Users can to adjust stroke
posited ink as P changes. Figure 7 illustrates different levels length, width, density, and level of detail (LOD) through the
of pressure yield different strokes when applied with Cardi- conventional user interface. The proposed method then au-
nal spline. tomatically completes the painting process. When the sys-
tem renders the scene from a new perspective, it adapts the
4.7 Frame Coherence number and placement of the texture strokes as appropriate
to maintain the textural consistency of the terrain.
Frame coherence is an important issue in NPR related re-
search. If stroke placement and style differ significantly be- 5.1 Main Procedure
tween two consecutive frames, coherency problems will re-
sult. Since streamlines are constructed during a preprocess The main simulation procedure involves two phases: 3D in-
step, the position of each streamline is fixed. Furthermore, formation extraction and texture rendering. When loading
stroke parameters such as the size of the brush, the number the terrain model, the first significant task FindNeighbor() is
of bristles, the decreasing rate of ink, water, and so on, are determining the neighborhood relation of the faces and ver-
preserved. When strokes are applied at each frame, each tices. Based on the proposed methods described in Sect. 4,
PrincipalCurvature() computes the pair of principal curva-
ture direction fields, GenerateStreamLines() generates the
streamline for each triangular mesh, FindRidge() identifies
the all ridge meshes and CreateLODtree() establishes the
hierarchical tree for the level of detail. During the texture
rendering phase the user selects a texture style and input pa-
rameters for controlling the desired effect.
Fig. 6 Cardinal curves with different t. (a) Hard rock’s contour (t = 0.2).
(b) Soft rock’s contour (t = −0.5). Proc Extract3DInformation(Terrainfilename)
FindNeighbor();// find the neighborhood relation of the
face and vertex.
// calculate the pair of principal curvature direction
fields.
PrincipalCurvature();
// generate streamline for each triangular mesh.
GenerateStreamLines();
// find the all ridge meshes.
FindRidge();
//create the hierarchical tree for the level of detail.
Fig. 7 (a) Pressure on turning points (P = 0.6). (b) Pressure on turning CreateLODtree();
points (P = 0.8). end Proc
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Proc TextureRendering()
switch (Rendeing Type) 5.2.2 Lotus-Leaf Stroke
{
case HEMP FIBER: HempFiberStroke();
case AXE CUT: AxeCutStroke(); To draw the lotus-leaf stroke, this study only selected the
case LOTUS LEAF: LotusLeafStroke(); streamlines that were generated by a ridge triangle mesh.
case RAIN DROP: RainDropStroke(); The edge of the ridge forms the veins of the lotus leaf. The
case MI DOT: MiDotStroke(); other steps are same as for a hemp-fiber stroke. Figure 8 (c)
case BONELESS: BonelessStroke();
} illustrates Mount Olympus, Washington, and Fig. 8 (d) illus-
end Proc trates the simulated result obtained by applying lotus-leaf
texture strokes.
Proc LotusLeafStroke ()
5.2 Six Rendering Styles for each streamline S[i]
{
5.2.1 Hemp-Fiber Stroke w=LODtree(S[i]); //w is the width of the stroke
if (w>0 and S[i] is Visible and S[i] is Ridge)
//using vertical stroke
Streamlines can be generated using the above method for BrushStroke(CardinalSpline(S[i]), Vertical, w);
representing various rock surfaces. When hemp-fiber tex- }
ture strokes are applied, each streamline is projected onto a end Proc
2D viewing plane and represented using the Cardinal spline
to form one stroke path. If the streamline is visible and se-
5.2.3 Axe-Cut Stroke
lected by LOD (w > 0), then paint it using vertical brush
stroke with width w. To create a natural effect, stroke pertur-
The axe-cut stroke is a slanted stroke. An artist slants the
bation should be considered as another parameter by moving
brush so that the brush tip bends slightly sideways. Nor-
the control points. Figure 8 (b) illustrates Angel Island in
mally, the stroke has a rectangular or triangular shape. The
San Francisco Bay as represented using hemp-fiber strokes.
process of applying an axe-cut texture stroke is the same as
Proc HempFiberStroke() for applying the hemp-fiber stroke. The only difference is
for each streamline S[i] the application of the slanted brush stroke along the stream-
{ lines. Figure 8 (f) illustrates the Grand Canyon as repre-
w=LODtree(S[i]); //w is the width of stroke sented using axe-cut strokes.
if (w>0 and S[i] is Visible)
BrushStroke(CardinalSpline(S[i]), Vertical, w); Proc AxeCutStroke ()
} for each streamline S[i]
end Proc {
w=LODtree(S[i]); //w is the width of the stroke

(a) Angel Island. (c) Mount Olympus, USA. (e) the Grand Canyon.
(polygonal model) (polygonal model) (polygonal model)

(b) Hemp-fiber stroke. (d) Lotus-leaf stroke. (f) Axe-cut stroke.

Fig. 8 Examples of Hemp-fiber, Lotus-leaf and Axe-cut strokes in shaded area.


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(a) Mountain (polygonal model) (b) Raindrop stroke (c) Mi dots stroke
Fig. 9 Examples of Raindrop and Mi-Dot strokes in shaded area.

if (w>0 and S[i] is Visible)


//using the slanted stroke
BrushStroke(CardinalSpline(S[i]), Slanted, w);
}
end Proc

5.2.4 Raindrop Stroke and Mi-Dot Stroke


(a) (b)
The dot texture strokes use the vertex of a streamline to re- Fig. 10 An example of distance value between silhouette and boundary.
place an edge. The position of the vertex is perturbed to
create a natural effect. The dot size depends on the depth
value and a random number. Figure 9 (a) plots the model
of a mountain and Fig. 9 (b) depicts the raindrop dot formed
using a wet brush. The Mi dots are applied using the vertex
of the streamline of a lotus-leaf and a ridge vertex. A hori-
zontal line then is created at each vertex. The length of each
horizontal line also depends on the depth value and the dis-
tance from the top ridge. Figure 9 (c) displays the simulated
result obtained using a wet brush. (a) 3D polygonal model
Proc RainDropStroke ()
for each streamline S[i]
{
w=LODtree(S[i]); //w is the the stroke width
if (w>0 and S[i] is Visible) PaintDot(S[i], w);
}
end Proc

Proc MiDotStroke ()
foreach streamline S[i]
{
(b) Boneless stroke
w=LODtree(S[i]); //w is the width of the stroke
if (w>0 and S[i] is Visible and S[i] is Ridge) Fig. 11 An example of the boneless stroke by our method.
PaintMiDot(S[i], w);
}
end Proc In this work, silhouette edges are determined in a 3D
object-space. However, the distance from each pixel to the
silhouette is determined in a 2D image space. Figure 10 (a)
5.2.5 Boneless Stroke illustrates black silhouette lines. The color of the neighbor
pixel of the silhouette is white if the neighbor pixel is not
As described in Sect. 3, in a boneless stroke, the ink is dark projected from the face of the same triangle or the neighbor-
close to the edge of the silhouette, and lightens with in- ing triangle. Restated, the white pixel is a boundary pixel.
creasing distance from the edge. The proposed method for Moreover, Db is the minimum distance from a pixel to the
representing the ink-gradient of a boneless stroke in manual silhouette, and Dw is the minimum distance from a pixel to
painting is as follows. First, the edges of the silhouette are the boundary, as shown in Fig. 10 (a). To normalize the dis-
determined. Second, the distance between a pixel and sil- tance from zero to one, let D = Db /(Db + Dw ). Figure 10 (b)
houette pixel must be calculated. Third, a brush stroke with displays the initial ink tone determined based on the distance
an ink tone dictated by distance is applied. Finally, the ink value. Finally, the ink diffuses in a manner determined by
is diffused by the very wet brush. the distance value and foggy luminance map. Figure 11 (a)
IEICE TRANS. INF. & SYST., VOL.E89–D, NO.3 MARCH 2006
1246

depicts a terrain model and Fig. 11 (b) illustrates the result gons in a scene. Finally, the third column indicates the user
of Fig. 11 (a) for boneless strokes. specified surface wrinkle type. The fourth column reflects
the computation time of streamlines generation when the
6. Experimental Results terrain is loaded. The fifth and sixth column shows the
rendering time under different conditions. The final two
Figures 12 and 13 shows the result using numerous wrin- columns display the painting time for two image sizes. The
kles. Figure 13 (c) integrates wrinkles with tree-dots and computational time of ink painting depends on the number
water wave lines. Figure 14 displays Angel Island as ren- of visible streamlines to be drawn and the image size.
dered in hemp-fiber strokes from various viewpoints.
Table 1 lists the performance measurements of the pro- 7. Conclusion and Future Works
posed methods. The first column refers to the figures, and
the second column contains the number of all of the poly- This work developed a set of novel methods for rendering
terrain wrinkles in Chinese landscape painting. A specific
3D terrain model is presented in outline and with texture
strokes using information on the shape, shade and orienta-
tion of the model surface. The major contribution of this

(a) Streamlines.

(a) Streamlines.

(b) Hemp-fiber, lotus-leaf, axe-cut and boneless. (b) Hemp-fiber, outline and boneless.

(c) Boneless stroke. (c) Hemp-fiber, tree-dots and water’s wave line.
Fig. 12 Fig. 13

Fig. 14 Hemp-fiber stroke of Angel Island in different viewpoint.


WAY and SHIH: WRINKLE RENDERING OF TERRAIN MODELS IN CHINESE LANDSCAPE PAINTING
1247

Table 1 Performance measurements (sec).

work lies in the modeling and implementation of six ma- [2] S.H. Chu and C.L. Tai, “Real-time painting with an expressive vir-
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Future studies should address the following issues to Comput. Graph. Forum, vol.18, no.3, pp.1–12, 1999.
build upon the ideas presented here. [7] B. Freudenberg, “Real-time stroke textures” (Technical Sketch)
SIGGRAPH 2001 Conference Abstracts and Applications, p.252,
1. This work focuses on six main texture strokes. Al- 2001.
though these are the most common texture strokes in [8] L.M. Gao, Chinese Painting by Chang Da-Chien, Art Book Co.,
Chinese landscape painting, many others should be de- Ltd., 1988.
veloped. Developing other strokes would not be diffi- [9] A. Hertzmann, “Painterly rendering with curved brush strokes of
multiple sizes,” Proc. SIGGRAPH 98, pp.453–460, 1998.
cult since the concept of texture strokes closely resem- [10] A. Hertzmann and D. Zorin, “Illustrating smooth surfaces,” Proc.
bles these six strokes. SIGGRAPH 2000, pp.517–526, 2000.
2. Normally, Chinese landscape painting contains numer- [11] A. Hertzmann, “A survey of stroke-based rendering,” IEEE Comput.
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2003.
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NPAR2000, pp.13–20, 2000.
cil of the Republic of China for financially supporting this
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