Image‐based embroidery modeling and rendering

Embroidery is a traditional handicraft of sewing stitches into fabric or other materials in different patterns, and this ancient non‐photorealistic art form has not drawn enough attention thus far. In this paper, we present an image‐based method to simulate the traditional embroidery art. The method...

Celý popis

Uloženo v:
Podrobná bibliografie
Vydáno v:Computer animation and virtual worlds Ročník 28; číslo 2; s. np - n/a
Hlavní autoři: Cui, Dele, Sheng, Yun, Zhang, Guixu
Médium: Journal Article
Jazyk:angličtina
Vydáno: Chichester Wiley Subscription Services, Inc 01.03.2017
Témata:
ISSN:1546-4261, 1546-427X
On-line přístup:Získat plný text
Tagy: Přidat tag
Žádné tagy, Buďte první, kdo vytvoří štítek k tomuto záznamu!
Popis
Shrnutí:Embroidery is a traditional handicraft of sewing stitches into fabric or other materials in different patterns, and this ancient non‐photorealistic art form has not drawn enough attention thus far. In this paper, we present an image‐based method to simulate the traditional embroidery art. The method combines stroke‐based rendering techniques with the Phong lighting model to create picturesque embroidery‐like images. We first build a 3D stitch model and derive some most commonly used stitch patterns from it. Then we preprocess the input image by segmenting it into regions, from which the parameters to specify stitch patterns are obtained. Finally, we apply stitches back onto the desired regions and render them under a virtual light source. Experimental results show that our method, different from the existing schemes, is capable of performing fine embroidery simulations with the effects of lighting and shading based on an input image. Copyright © 2016 John Wiley & Sons, Ltd. This paper presents an image‐based embroidery rendering method, which combines stroke‐based rendering techniques with the Phong lighting model to generate picturesque images with embroidery style. We build a 3D stitch model and derive some most commonly used stitch patterns from it. Then we segment the input image into regions, calculate region‐wise parameters to apply single or multiple layers of stitches onto the specific regions and render them under a virtual light source to create the effects of lighting and shading.
Bibliografie:ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
content type line 23
ISSN:1546-4261
1546-427X
DOI:10.1002/cav.1725