“A Procedural Approach for Stylized Bark Shading” by Bartsch, Thompson and Goes – ACM SIGGRAPH HISTORY ARCHIVES

“A Procedural Approach for Stylized Bark Shading” by Bartsch, Thompson and Goes

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Conference:


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Interest Area:


    Production & Animation

Title:

    A Procedural Approach for Stylized Bark Shading

Session/Category Title:   Practical Proceduralism in Production


Presenter(s)/Author(s):



Abstract:


    The Earth characters in Pixar’s feature film Elemental (2023) called for a stylized look with bark patterns resembling organic locks of hair (Figure 1). To scale this custom shading to an entire class of background characters, we implemented an artistic-driven procedural workflow that offered rapid iterations on pattern generation without requiring extensive repainting of textures. At its core, our approach is built on a series of in-house geometry tools that auto-generate shading surface attributes in Houdini. These surface attributes were then consumed by our proprietary shading system, thus allowing for flexible shader development. In this work, we detail our new geometry tools and discuss the pipeline necessary to automate the process of texture synthesis and variant creation.

References:


    [1] Fernando de Goes, Andrew Butts, and Mathieu Desbrun. 2020. Discrete Differential Operators on Polygonal Meshes. ACM Trans. Graph. 39, 4, Article 110 (aug 2020).
    [2] Fernando de Goes, William Sheffler, and Kurt Fleischer. 2022. Character Articulation through Profile Curves. ACM Trans. Graph. 41, 4, Article 139 (jul 2022).
    [3] Alexandrina Orzan, Adrien Bousseau, Holger Winnemöller, Pascal Barla, Joëlle Thollot, and David Salesin. 2008. Diffusion Curves: A Vector Representation for Smooth-Shaded Images. ACM Trans. Graph. 27, 3 (2008), 1–8.

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