Painterly Portrait Knowledge Note v3 Steve DiPaola (ivizlab.sfu.ca)
These are work in progress notes of our "Painterly Rendered Portraits from Photographs using a Knowledge-Based Approach" research. System is written OO Java. We are currently on V.04 of the implementation (early results shown) but have not implemented all of the painterly model ( see sec 3) algorithmically yet.
Contact: Steve DiPaola < sdipaola @ sfu . ca >
Contents:1. Extended Abstract (SPIE paper): top
(in-progess for paper results examples)
Title: Painterly Rendered Portraits from Photographs using a Knowledge-Based Approach
Extended Abstract:
Portrait artists using oils, acrylics or pastels use a specific but open human vision methodology to create a painterly portrait of a live sitter. When they must use a photograph over a live person as the source, artists augment this process, since photographs have: different focusing - everything is in focus or the camera focuses in vertical planes; value clumping - the camera darkens the shadows and lightens the bright areas; as well as color and perspective distortion. In general, artistic methodology attempts the following: from the photograph, the painting must 'simplify, compose and leave out what’s irrelevant, emphasizing what’s important'. While seemingly a semantic goal, artists use known techniques such as relying on source tone over color to indirect into a semantic color temperature model, they also use brush and tonal "sharpness" to create a center of interest, lost and found edges to move the viewers gaze through the image towards the center of interest as well as other known techniques to filter and emphasize. Our work attempts to create a knowledge domain of the portrait painter process and incorporates this knowledge into a parameterized system that can create an array of painterly rendering output by analyzing the photographic-based input which informs the knowledge rules.
Our research system uses
a multi-space parameterized approach to approximate a knowledge domain for
painterly rendering of portraits. The knowledge domain uses fuzzy knowledge
rules gained from interviews with oil portrait painters, data from the traditional
portrait painter process combined with human vision techniques and semantic
models of the face and upper torso. By knowledge domain we mean that system
does not work at the pixel or direct sampled color level but instead acts
on the semantic level a human painter function at: facial expression, facial
planes, tonal masses, human vision, and color temperature control. The knowledge
data is parameterized into an n-dimensional space of low level rules which
can be accessed at different semantic levels. Non-professional photographic
imagery of people's heads are used as input. Since photographs "value-clump"
compared to human vision, our system approximates High Dynamic Range input
by using three bracketed exposures of the same content (a feature on most
commercial digital cameras) to insure a wide sampling of color and texture
detail in the darks and lights of the photographs. The system uses a multi-layer
stroke analyzer/renderer which perceives and lays strokes down with large
masses first, progressively using smaller stokes and more detailed analysis.
This approximates how painters squint at first to read large tonal masses
and progressively add greater levels of detail over exposed paint from the
layer before. Facial recognition techniques are used to populate the knowledge
domain with semantic data of facial areas which mimics the painter process
of orienting brush strokes in the direction of the surface planes (i.e the
plane of a nose, or the circular muscle around an eye). The recognition system
also determines center of interest which will affect brush detail and tonal
detail in the final rendering. Final color choices of each brush stroke are
based on tonal and color temperature rules combined with indirect input image
color sampling. Color sampling of the source photograph(s) occurs as a pre-process
along with other image analysis. This determines input attributes like dominate
value and dominate color, both overall and locally for the body tone, half
tone and shadow areas as well as a color temperature plan and a lost edges
(i.e. tonal contrast) plan. These input attributes are used at stroke analysis
time by the knowledge system to indirect into a unique but constructed palette
for the specific final painting. The system also uses an initial configuration
file that affects and informs the knowledge rules allowing for a range of
painterly styles such as expressionistic, impressionistic and others. These
initial configuration values effect the relationship between the image, the
knowledge rules and low level attributes like brush size/length/orientation.
The knowledge rules insure the painterly outcome emerges out of the semantic
data of the source image rather than using simple templated pixel processing
techniques like those found in painterly commercial image filters. The systems
favors human vision over photograph input, by weighting the knowledge rules
which are human vision based over the source imagery. This non-photorealistic
rendering technique has applications in gaming, creative consumer digital
photography, as well as video and film effects.
2. Early Results top
newer:
steve-27l.jpg
src1i3832.jpg
steve2-2c3-6-40.jpg
steve24a.jpg
contact researcher for newer results!
3. Notes on Painterly Model: top
These are the sorted/ordered notes taken from interviews and reference material (those notes are 5 times this condensed size) on the cognitive process of painting (in general - western) and sometimes specific to portrait (or compositions with a clear foreground/background element). We are in the process of committing these ideas to algorithms, some of the early results are using 1/8th of these ideas. It is an iterative process. (Warning this is a private site, images referenced here are for academic reference of an internal academic research group). (WARNING these notes go long).
Tonal
Tonal value (tone) refers to the light and dark in a painting or source image/sitter.
Values are gray scale - no color. Colors in a painting come from the correct
tonal value. Get the tone correct, and then with that tonal value get a color
by the rules of color temperature, and other rules in the color section. Artists
squint when they look at the sitter to see more in tones than colors.
Value is the relative likeness or darkness of an object. Value creates dimensionality.
Every color has a value. Every color can be lightened with the addition of
a lighter color or white, or darkened with an additional color or black. These
will give that color new values. Too many values cause the viewers eyes to
jump around, failing to find the center of interest. A five value scale is
useful. Colors then will be described both their hue and one of these five
values: dark, middle dark, middle, middle-light and light. Or using portraiture
terms):
Five (or 6) basic tone values See ToneValues
1) Body tone (or light) – in line with the light source. - in direct
light (usually warm colors)
2) Halftone – where the light begins to turn – in between light and
shadow
3) Body shadow – turned away from the light source. – the darkest
(usually cool colors)
4) Cast shadows – dark tones that are caused by subjects standing
in the path of the light source.
5) Reflections – tones by light striking surrounding areas and bouncing
back onto the subject.
6) Highlights - Body tone that is directly hit by the light.
The first 3 are the most important.
There are nine degrees of values – all colors can be reduced to one of these
nine values. See 9types-tones
So to paint a portrait first paint the head in 3 divisions of value –
light, halftone and shadow and within these categories fit the 9 degrees of
tonal gradation (light to dark). Not all paintings have all 9 degrees. It
depends if it is a high-key, low key or middle key painting. Some painting
systems use much less than 5 types and 9 values. A good technique however
is to start by putting in your darks then halftones.
- Design is tops, Value comes next. Color is down below these in importance
to the artists.
A painting must have a domain value, either it's light, or it's medium, or
it's dark.
A small sketch is dominated by a light value, an Impressionist landscape is
dominated by a medium value and a Rembrandt portrait is dominated by a dark
value. The more you veer from this principle the weaker the painting. With
3 values: dark, mid and light, one must be dominant, the other two together
will make up less than have of the first. -- none being of equal amount of
the others. See Dominate&Subs
If you can't easily discern a paintings dominant value - dark, medium, light - then it fails that category. If a painting has great design than dominant value recedes to a second level of importance.
- Light areas (body tone) and dark (shadow areas):"neither one should borrow values from the other" As the face curves from the light, in general, the shadow side is 40 % darker than the sunlit side.
In a light painting beware of exaggerating the darks. When the dominant value is very light, we have a tendency to make the darks too dark. Best to moderate the dark in the shadows filling them with color that is seen there.
If you get the tone right in a stroke, you can almost pick any color (within that tone).
Color
The tonal value tells what color to pick within the other rules of portrait
color. The most important of which is color temperature - that is warm colors
and cool colors which work harmoniously with certain areas of the face ( the
5-6 tonal types but mainly body tone and shadow).
- Warm light appears more yellow, orange or red, while cooler light has a
blue, green or violet in it. Light has its own color in it, so a warmer light
we make green look yellow-green. Warmer colors come forward when placed near
similar colors that are cooler or grayer. Foremost concern when picking a
color is getting the value correct.
Hue is simply another work for color. Intensity or saturation is the degree of strength or purity in a color. Every color when mixed with its complement will give a rich complementary gray. Temperature refers to the relative warmth or coolness of any given color. Colors can be mixed to create both cool and warm version. The temperature of a color is always relative, i.e., green is warmer than blue (green contains yellow), but is cooler than yellow (green also contains blue). Placing a warm color next to its cool version sets up a beautiful visual vibration. It can support the center of interest or add energy. All portraits and painting exploit the relative positioning of warm and cool color stokes.
Determining the color of the light on your subject and whether it is in light or shadow at the first and most important color decision. Light give its temperature to what it touches. Everything left in shadow takes the opposite temperature. When the light areas are going to be warmed tones, generally speaking the shadows will be cool. Most portraits have warm light (skin) and cool shadows but there are many exceptions.
Warm lights produce cool shadows.
Cool lights produce warm shadows. See WrmlightCoolShad
- The rule of unequal balance dictates that both light temperatures could
not be shown equally. Usually within a portrait the warm in light is dominate
over the cool in shadows. Also to make portraits work, temperatures along
the center section of a face straddle the fence - cooler than warm light,
yet warmer than cool light. See UneqWarmLight inversely
subject lit by cool, indirect sun (or artificial) light have warm shadows.
The closer the subject to the light source the stronger the color will be. So a nose might pick up the light more than the rest. Again see UneqWarmLight
Once the color of light ( body tones ) has been determined , it is easy to come up with the color of the shadows.
Besides a dominant value most successful paintings have a dominant color.
Having a dominant color simply means making it more warm or cool in a painting,
in a figure painting you are more likely to making them warming hues.
- You can successfully save going overboard with cool hues with a couple of
spots of warmth. And a hot canvas can be relieved by a small area of cool.
Placing equal amounts of warm and cool in a painting and equal amounts of light and dark can make a painting look weak and indecisive. Avoid your natural tendency to equalize.
Most system use the 3 primary color system, but a more scientific approach is the Munsell Color Notation system's 5 "principal" colors ( red, yellow, green, blue and purple) spaced equally around a color wheel. First the standard 3 primary systems:
Make a decision about your portrait color harmony before you start. There
are many color harmonies ( see bib Saper-p120) Here are two:
- Analogous Color Harmony for Portraits: includes adjacent wedges of color
on the color wheel, including grayed-down neutrals and light and darker version
of the colors themselves. Example is Yellow green analogous color harmony
Skin orange ----- yellow -------green
- For portrait painting, orange will be used in addition to the analogous
wedge.
- Example is Yellow green analogous color harmony:
Skin orange ----- yellow -------green
- So pick the dominant color choice and then the wedge. Discords can be added
in very small amounts at five o'clock and seven o'clock form the dominant
(at 12). Use very sparingly discords give energy and capture the eye near
you center of interest. See AnalogousColorHarmony
- Blue- green analogous color harmony is: Skin orange ----------- |
----------------green ---------------blue
- Red-orange analogous color harmony is: Red ----------------Skin orange
P39 Complementary Color Harmony is the most versatile for portrait use. Since all skin has some aspects of red and yellow in it, you can easily adapt to a red-green, yellow-violet or blue orange scheme, if you keep in mind the principle of unequal balance. One of the colors in the portrait must be dominant one must be subordinate. Complementary ( is in the examples given here means the color directly across the color wheel ( red-green, orange-blue, yellow-violet See ComplementaryColorHarmony
The Munsell Color Notation system's 5 "principal" colors ( red, yellow, green, blue and purple) spaced equally around a color wheel. Munsell shifts the complements, so red's complement to blue-green instead of green, yellow is purple=blue rather than blue.
A painting can not live by a dominant and compliment alone. We need to add more colors to create interest and excitement. The Munsell system offers a way of arriving at the best colors to use in this case.
p. 71 For instance, the dominant color is the red family. Now we add a complimentary color which adds contrast and interest but only a modest amount of it. Blue-green is on the exact opposite side of the Munsell color wheel to red. Just as white looks whiter against its opposite black so red is enhanced by its opposite blue-green. The use of a complement would be destroyed by its overuse. This enhanced contrast effect works for any two complementary colors so yellow would look good with blue-purple. Discords are simply colors that are equidistant on the color wheel from the dominant hue and from each other. Locate them by an equilateral triangle on the Munsell color wheel. Discords bridge and add visual excitement when used sparingly and in approximately equal amounts. They are often located near the center of interest.
See Munsell
Graying down a complement will allow you to use more of it. Too much intense color can ruin a painting. On the color wheel the closer a color moves towards the center the more the complement is introduced to it, graying and reducing its intensity. Summary 1) a painting should have a dominant color that is readily evident; 2) complementary color may be introduced, occupying much smaller space at full intensity, or greater area if grayed, 3) discord colors which add spice may be added sparingly in approximately equal amounts.
Shadow and reflected colors. The color of skin in shadows ( and lesser so in light) is influenced by the color of the background or clothing, in the turning down or away planes ( underside of chin and nose).
The laws of light dictate that horizontal surfaces reflect the sky and are therefore cooler (bluer) in color. Surfaces facing the sun will be warmer (yellowier) in color. Where sunny light and shadow meets is oblique to the sun therefore somewhat cooler. The Shadow side of the head is about 40 darker then the light side. So the flow of color and value is broken up by the facial features. The colors on the side of the nose and cheek receiving the sun’s rays directly tend toward orange. As the face curves from the light, the color cools and on the shadow side is 40 % darker than the sunlit side. It is only on the shadow side that we can see the glow of reflected light.
A contrast of cool and warm color is visually appealing. Often in portrait
Cool colors are used for:
| Halftones Shadows Receding planes Highlights on black skin< Oriental skin tones< Veins in the hands |
Teeth Whites of the eyes Solemn moods Older subjects Pale skin |
Warmer colors are used for
| Lights highlights (except black
skin) Lips Earlobes Knuckles Cheeks |
Advancing planes An upbeat mood Younger subjects Ruddy or tanned skin |
A color and its complement cancel each others identity and form a version
of grey. A color finds its identity and actually is intensified if it is
put in juxtaposition to its complement. A color’s intensity can be lessened,
neutralized, or grayed by adding its complement. Where light can strike color
can appear in its full intensity. Where light can’t strike the color diminishes
such as the turning point of the body shadow and the edges of cast shadows.
The highlight is where the light strikes so hard that the color disappears
in the glaring illumination. This light is relatively complementary to the
color it is on. The body shadow is affected by reflected light so it has
color but it is diminished in relation to the body tone. This can be color
toned down with gray or with its complement. A reflection is a conditional
color. It depends on the conditions that cause it.
- Often rich warm color is exploited in "the core", like the shadows
core of the length of the nose. Often this does not exist in a photo and must
be put in. see Core
- As we look at distances in real life, yellow is the first color to be filtered
out by the atmosphere. Reds go next. Blues last of all. That's why green hills
and mountains are blue and purple in the horizon fading eventually to grays.
Shadows
- Form shadow is shadow on the side of an object.
- Cast shadow falls upon another surface as a result of something blocking
the light.
+++ Cast shadows are generally darker and sharper-edged than form shadows,
Form shadows typically has secondary light hitting them where cast shadows
block light.
+++ Cast Shadows usually have a sharp edge. A cast shadow usually becomes
lighter and soft-edged the farther away from the object that is because the
shadow is.
Shadow truths:
1) There
are no hard edges on the shadow side. All edges are muted.
2) There
are no textures/details in the shadows. They are flattened or blurred
3) No
strong colors in the shadows.
- The shadow edge - The more gradually an objects turns away from the light
the softer and wider its shadow edge will be. A box has an abrupt turn and
therefore its shadow is very sharp. So a forehead or cheek turns gradually-
make a soft shadow edge -- a nose would be sharper.
- Hard edges are found in cast shadows, closest to the object casting the
shadow. Soft edges are fuzzy such as in form shadow.
Differentiating between the harder edge of a shadow cast by the nose on the
upper lip and the softer edge of the form across the bridge of a nose or curve
of the cheek will create energy.
- The shadow core - As a shadow goes from light to dark, the soft transition
edge is called the "core". The core is where the color and value
are the truest - neither obscured by shadow nor bleached by light. So the
core is where the artist's hit there color most strongly. See ShadowCore
Avoid putting detail in both light and shadow areas if the attention is
trained on the shadow side the light side should be more bleached out.
Once the color of light ( body tones ) has been determined , it is easy to
come up with the color of the shadows. 3 shadow principles. 1) avoid strong
color in the shadow ( gray down hues and lower intensity), 2) avoid hard edges
in the shadows ( make them softer than those in the light) and 3) avoid strong
contrast in shadows ( narrower range of values that in the light areas).
Shadows and reflects light. Areas where two objects ( say palm and cheek)
touch in shadows have reflected light ( light bouncing back and forth). These
makes an effect that causes a slight change in color and value, making the
area of reflected light a tiny amount lighter that the rest of the shadow.
It can be often overstated (because it looks so nice), it still should follow
the 3 principles of shadow. Reflected light is darker than you think.
The edge that is created where the form turns and light meets the shadow is
called the core of the shadow. Closest to the viewer the shadow core has 3
characteristics: the shadows core is darker in value that the rest of the
form shadow, it is warmer in temp that wither the light or the shadow, and
has the greater color intensity of either side. Again this might not show
up in a photo but should in your painting. Again See ShadowCore
Composition and Overall
Shapes are more important than subject. Composition is more important
than content. Link shapes to create pattern and thereby composition.
Creating movement with dynamic diagonals. Lines and shapes moving vertically
or horizontally convey formality and solidity. Diagonals convey movement and
excitement. Every subject has some diagonals. A painter strengthens those
elements and perhaps downplays the more static lines.
Overall portrait plan.
Determine your subjects:
Center of interest.
Make an edge plan
Your style of background.
Your color harmony
Dominant color and color system (analogous / complementary)
To start the portrait I boldly lay down the light and dark pattern to represent the body tone and body shadow of the face, situating the large masses of the head. Then I go in for more detail. I start with the forehead and work down adding lighter tones to the body tone and dark to the shadow.
Reflection
Reflected light is not as light as it seems. Most artists overdo reflected light
Edge
Edges occur wherever shapes meet. Edges accomplish 1) control of the viewers eye movement over the canvas – eyes always move to sharp edges and coast softly over soft edges. On a lost edge the viewer finds comfort in seeking out the place where it is found again. 2) Sharp edges are at or in the center of interest. Edges have four types: hard, soft, lost and found. Hard edges are found in cast shadows, closest to the object casting the shadow. Soft edges are fuzzy such as in form shadow. Edges are lost when the shapes value is equal to the value of the shape next to it. They are found again when one of the values change. Due to the way a camera focuses, photos will give you false edge readings (sharp). An edge plan can create a story from your painting. For a viewer to find the center of interest, place sharp edges at or near this interest. Sharp edges that have strong value shifts work even better. Differentiating between the harder edge of a shadow cast by the nose on the upper lip and the softer edge of the form across the bridge of a nose or curve of the cheek will create energy.
Edges Lost and found edges
By softening or hardening edges or making them disappear entirely, the artist
strengthens the illusion of form and gives a painting dramatic flow. In losing
an edge we allow it to merge with an adjacent shadow, creating a link between
objects - which is a powerful tool for design. See Lost&Found
- The shadow edge - The more gradually an objects turns away from the
light the softer and wider its shadow edge will be. A box has an abrupt turn
and therefore its shadow is very sharp. So a forehead or cheek turns gradually-
make a soft shadow edge -- a nose would be sharper.
- A subject can emerge from a strongly textured background, yet remain one
with it, with the help of edges softened or entirely lost, shadow cores, lines
that play hide and seek with your eye.
The same kind of brushstroke are used in the background as in the portrait
but the BG the edges are softer than on the model
For the lost edge, pull the brush away from the canvas. Start your stroke with pressure where you want a found line. You need found “sharp” and lost “fuzzy” lines to make the planes of the entire periphery project and recede.
Center of Interest
As a painter you must choose your center of interest -- where you establish edge quality of your portrait. Make edge decisions based on your center of interest you pick. Sharpest edges at the center of interest, less sharp edges to move the viewers eyes across the canvas to the center of interest and softest edges where you want your viewers eye to glide. See CenterOfInterest
For a viewer to find the center of interest, place sharp edges at or near this interest. Sharp edges that have strong value shifts work even better.
Create the center of interest. In your painting you’ll want to soften edges and reduce contrast, brightness and detail outside of what will become the center of interest.
Leave out intense color that will abruptly lead the eye away from the center of interest.
Photography
From your photograph to your painting you must simplify, compose and leave out what’s irrelevant, emphasizing what’s important. Create the center of interest. A camera has none. A camera will focus on everything. In your painting you’ll want to soften edges and reduce contrast, brightness and detail outside of what will become the center of interest. Photographs will make shadows too dark. So they must be filled with subtle color and detail. Remember however that you don’t want to put detail in both shadow and light areas. The same is true for overexposed areas. Due to the way a camera focuses, photos will give you false edge readings (sharp).
The 3 main problems with portrait painting from photography are: depth of field (everything is in focus or the camera focus in unnatural vertical planes - no center of interest focus) value clumping ( the camera darkens the shadows and lightens the bright areas) and color distortion (as well as perspective distortions).
focus - Our eye uses a 3D spherical focus, with things getting focused as you move out form the core. As a painter you must choose your center of interest -- where you establish edge quality of your portrait. Make edge decisions based on your center of interest you pick. Sharpest edges at the center of interest, less sharp edges to move the viewers eyes across the canvas to the center of interest and softest edges where you want your viewers eye to glide.
Value clumping - photos distort the tonal range, so values on either end of the scale are compressed and show less differential than actually exists in nature. Extend the middle value by extending other areas that look dark in value, lighter and look light, darker in value. See FalseDarks
Highlights
Highlights need color too. The very last things painted on a surface are the highlights reflecting the light source itself. The most effective device to convey the intensity of this is to change the temperature of the light source, ie warm light sources yielding cool highlights and visa versa. Highlight can be overused - they should have a location shape and color and should not be painted if they are not there. Highlights are the one things that will move with the viewer (different painters painting the same model will have different highlights), so they give away camera's eye.
Strokes
Never completely finish edges and be careful of too many highlights. Always overlap rather than putting objects in a row.
When making brushstrokes think of the way the surface is going and paint in color to suggest the surface itself. Do not always brush the colors in the same direction, but let the form guide your brushstrokes. The right kind of brush stroke can create depth and dimension. See Value&Direction
Stroke your paint on in the same direction as the plane. If you want the lower lip to protrude, pull your stroke out. If you want the front plane of the cheek come forward and the side plane of the cheek to go down, actually apply the paint in this fashion. There are shapes that follow vertical planes and those that follow horizontal. But the planes from front to back give the dimensional effect. Pull or push the stroke in the direction of the plane. Strokes put down in the same direction become monotonous. They have to be broken with strokes in opposing directions. One stroke in one direction butted up against the next stroke in a somewhat opposite direction makes a good painting. So balance and variety seem to be the key. Stroke to match the shape. Then affect it with a stroke opposite to it. See StrokePlanes
Choppy strokes – using a choppy aggressive technique for the clothing and background contrasts with the painterly look of the face.
For the lost edge, pull the brush away from the canvas. Start your stroke with pressure where you want a found line. You need found “sharp” and lost “fuzzy” lines to make the planes of the entire periphery project and recede.
Background
The background affects the overall relationships and should be painted first or at the same time. The background is unique to portrait artists. The main rule of background is that they recede. 4 main backgrounds:
1 the plain solid colored background
2 the imaginary background – made-up of shapes and colors
3 a representational background of what is really there
4 an abstract of what is really there.
For 1 you can use a color in your portrait to maintain color harmony. The inverted background is one of the most common
The same kind of brushstroke are used in the BG as in the portrait but the BG the edges are softer than on the model
Busy backgrounds confuse the image unless they use an unrelated color to the subject. Warm backgrounds bring out warm flesh tones. A cool background emphasizes cooler tones. A light background shows up the shape of a dark figure. A darker blends with dark tones on the subject.
Mood
Dark pictures lend themselves to a quiet, more contemplative mood.
Warm light lends a restful, comfortable mood to your portrait.
Images requests:
High key, mid key and dark portraits
Warm light and cool light images
Examples:
ex_ramsey
ex_sutherland
ex_drut
ex_rodwellCU
ex_hortonCU
ex_hortonReal
ex_sandonCU
steve1.jpg
steve2.jpg
4. Painting Examples and Algorithmic Approach top
(this section is outdated !!!) see authors for current code and research
direcion
(Warning this is a private site, images referenced here are for academic
reference of an internal academic research group).
col
gross (3)
fine (18)
ojb+coi
ff-col
ff-painting
ff-fine (9)
ff-ojb+coi
Algorithm
- Pre distortion / pre crop
- Create 3 tone image GTmap ( GrossToneMap) [
- Create object matte - OBJmap (describes objects: background, hair, cloths,
non-face skin,
Based on Source Image define parameters: (can by done by human or via automatic analysis)
- Center of interest- COImap
- hand picked could be a point, full matte or matted area
- Dominant Value & Value Plan
- via analysis of source, but human choice
- Dominate color & Color Temp Plan & Palette (initially just Palette)
- via analysis of source, but human choice
- Edge plan
- unknown how to pick or use yet
- Brush Style
brush type
brush path type
full brush direction image?
System take inits data and params:
Create 9 tone map (FTmap- Fine Tone Map)
Upgrade tonal map to take into account shadow core/ clumping
and other photography issues
Use GTmap to iterate brush size levels ( main loop)
Use OBJmap + COImap + TONmap to dictate 'sharpness' at different
levels
Use above + ValuePlan + ColorPlan to dictate palette choice
at different levels
Use above + Brush Style to dictate brush path/size/type at different levels
Rather than just gradient brush direction, a more sophisticated brush render
is needed.
Some sense of neighborhood is need for values and brush
Goals:
Creating a system not an algorithm, meaning the parameterized system has
depth in the kind of paintings styles it can make via changing the parameters
and the source image.
Resolution independence - the system will work at the resolution given, fast
at low res and detailed at high res.
additional info:
HertzmanNotes