Optimizing depth perception for toon-shading in stereoscopic 3D

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Abstract

The human visual system perceives 3D depth by observing how much points shift between the left eye and right eye. Toon-shaded renders of 3D models often have untextured surfaces with discretized shading, and these flat featureless areas give the eyes few reference points to perceive 3D depth. The primary depth cues come from contour lines and the discrete shading lines dividing bright and dark, so they have to be used to their fullest. This research tries to develop a method for automatically optimizing depth-perception for a 3D toon-shaded scene with smart light placement, local editing of shading, and the generation of effective contour lines.