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Journal of System Simulation

Abstract

Abstract: To address the issues of high resource consumption and lengthy workflow in general nonphotorealistic, this paper proposes a real-time non-photorealistic rendering method for black and white comic style in games and animation. A specialized lighting model is designed to highlight the main environmental light and the grayscale grading of diffuse reflection based on the analysis of the lighting model effect. The pre-processing of the scene is achieved by merging the various components of the lighting model. A screen space three-phase edge detection method is proposed to sequentially perform depth edge detection, normal edge detection, and color edge detection on the pre-processed scene lighting results, and the edge detection results are combined. The scene lighting results are rendered by screen space partitioning, utilizing dot shading and line shading respectively based on the grayscale value of the lighting results, with interpolation applied to shading boundaries. The results are merged by designing a segmented function based on the grayscale value of the lighting model results, combining the screen space three-phase edge detection results with the screen space partition rendering results to obtain the final rendered output. Experimental results demonstrate that the proposed method can achieve nonphotorealistic rendering of black and white comic style with relatively low resource consumption and reduced error rate, showcasing a distinctive black and white comic style.

First Page

1699

Last Page

1712

CLC

TP391.9

Recommended Citation

Hu Yan, Chen Lizhe, Xie Hanna, et al. Real-time Non-photorealistic Rendering Method for Black and White Comic Style in Games and Animation[J]. Journal of System Simulation, 2024, 36(7): 1699-1712.

Corresponding Author

Chen Lizhe

DOI

10.16182/j.issn1004731x.joss.23-0458

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