3. What we do?
Design and develop a program which can transfer an
image to watercolor painting
4. How we do
Optical
Paper Color Brushstroke Simulate composition
Generation separation planning watercolor of resulting
layers
5. Color Separation
• According to Kubelka-Munk theory, use the
rendered image as target
• Use brute force search to find combination
of pigments which yielded a color close to
target
• Save the amount of pigment required at
each pixel as a target glaze
6. Brushstroke Planning
• Compare the target glaze from Color
Separation with the current paper
if a region of current paper lacks pigment
Add pigment and water – brushstroke!
if a region of current paper has too much
pigment
Add water – pure water stroke!
• Reiterates with new brushstroke parameters
11. Reference
• C. J. Curtis, S. E. Anderson, J. E. Seims, K. W. Fleischer, and D.
H. Salesin, “Computer-generated watercolor,”Proceedings
of the 24th annual conference on Computer graphics and
interactive techniques – SIGGRAPH’97, pp.421-430,1997
• C. S. Haase and G. W. Meyer, “Modeling pigmented
materials for realistic image synthesis,”ACM Transactions
on Graphics, vol. 11, no. 4, pp. 305-335, Oct. 1992
• P. Kubelks, “Errata: New Contributions to the Optics of
Intensely Light-Scattering Materials Part I,” Journal of the
Optical Society of America, vol. 38, no. 12, p. 1067, Dec.
1948