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Hairy Brush Model Interactive Simulation in Chinese Ink Painting Style

Hairy Brush Model Interactive Simulation in Chinese Ink Painting Style

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concept of a collection of bristles was proposed for thefirst time.After that, Horace and Helena [4] proposed the firstmethodology for generat<strong>in</strong>g hairy-brush writ<strong>in</strong>gs. Aparameterized model is built to specify the vary<strong>in</strong>g brushorientation and brush tip pressure, the brush writ<strong>in</strong>g hairproperties and the variation of <strong>in</strong>k deposition along astroke trajectory. From this model, people can simulatethe physical process of brush stroke creation andsynthesize most of the aesthetic features of calligraphicwrit<strong>in</strong>gs. This method is suitable for Ch<strong>in</strong>ese calligraphy.Then, Nelson et al. [5] presented a 3D brush model.The ma<strong>in</strong> feature of this model is its ability to mimicbrush flatten<strong>in</strong>g and bristle spread<strong>in</strong>g due to brushbend<strong>in</strong>g and lateral friction exerted by the paper surfacedur<strong>in</strong>g the pa<strong>in</strong>t<strong>in</strong>g process. S<strong>in</strong>ce the visual feedback issignificant <strong>in</strong> their system, some special equipment isrequired such as a real brush and haptic device.Most researches about Ch<strong>in</strong>ese calligraphy are devotedto image process of the calligraphic documents. Yang etal. [6] proposed a method to vectorize the digital imagesof the Ch<strong>in</strong>ese characters automatically. Thevectorization results can be transformed <strong>in</strong>to a true-typefont for general applications. They also prevent thezigzag phenomena when enlarg<strong>in</strong>g the characters. In thisway, the treasures of the arts of Ch<strong>in</strong>ese culture can bepreserved.A different k<strong>in</strong>d of application on calligraphy andimage process<strong>in</strong>g was suggested by Wei et al [7]. Theyproposed a method to generate scratched look calligraphycharacters by mathematical morphology. By this method,people can decide on number of times of the th<strong>in</strong>n<strong>in</strong>gcomputation and structur<strong>in</strong>g elements, and can also knowwhether the sizes of generated calligraphy characters arethe same as the orig<strong>in</strong>al one <strong>in</strong> theory.A comb<strong>in</strong>ation of brush and image process waspresented by Mi et al [8]. They proposed a virtual brushmodel based on droplet operation and its application onretriev<strong>in</strong>g character outl<strong>in</strong>es and character model<strong>in</strong>g <strong>in</strong>Ch<strong>in</strong>ese calligraphy style. The droplet model helps tocompute stroke area with well-def<strong>in</strong>ed geometry<strong>in</strong>formation and leads to the feasibility of retriev<strong>in</strong>g theoutl<strong>in</strong>es of characters with well-def<strong>in</strong>ed geometryrepresentation.There are many brush models which were designedpreviously. One of the earliest models was developed byStrassmann <strong>in</strong> which he modeled a brush as a onedimensionalarray of bristles swept over a trajectorydef<strong>in</strong>ed by a cubic spl<strong>in</strong>e curve [9]. This model couldaccount for vary<strong>in</strong>g color, width, and wetness. It iseffective approach but not easy to use for non-computerspecialists. Wong and Ip def<strong>in</strong>ed a complex set of<strong>in</strong>terrelated parameters to vary the density, opacity andshade of a footpr<strong>in</strong>t of the current brush draw mark whichtake <strong>in</strong>to account the behavior of a three-dimensionalround calligraphy brush [10]. This represented asubstantial improvement over Strassmann’s <strong>in</strong> term ofusability. Us<strong>in</strong>g the theory of elasticity, Lee [11]modeled a brush as a collection of rods withhomogeneous elasticity along the entire length. Thismodel suffers from unnatural bend<strong>in</strong>g because it assumeshomogeneous elasticity. Saito et al. [12] used a Beziersp<strong>in</strong>e curve and a set of discs centered along the curve tomodel a brush. However, this model doesn’t consider thebrush flatten<strong>in</strong>g and spread<strong>in</strong>g and thus fails to generate arealistic footpr<strong>in</strong>t. In the DAB project [13], a subdivisionsurface is wrapped around a spr<strong>in</strong>g -mass particle systemskeleton to represent the brush geometry. Us<strong>in</strong>g anapproximated implicit <strong>in</strong>tegration method, they were ableto produce a real-time system for do<strong>in</strong>g acrylic- likepa<strong>in</strong>t<strong>in</strong>g. To generate the subdivision surface to modelthe brush head, either <strong>in</strong>terpolation or someapproximat<strong>in</strong>g scheme is used. An <strong>in</strong>terpolated brushhead, however, often cannot deform smoothly because offrequent occurrence of high curvature <strong>in</strong> the brush headsurface, while approximation has the problem of properlyplac<strong>in</strong>g control po<strong>in</strong>ts to yield the desired surface. In thework by Xu et al. [14], general sweep<strong>in</strong>g is employed toestablish the solid geometry model of each hair cluster.The problem however is that general sweep<strong>in</strong>g is a timeconsum<strong>in</strong>goperation. At different stages of pa<strong>in</strong>t<strong>in</strong>g,much computation is needed to apply general sweep<strong>in</strong>goperations to update the model. Also, the solid modelrequires a fair amount of memory for its <strong>in</strong>ternalrepresentation, and after the brush is split many times, thedemand for memory could become a bottleneck. In thework by Chu and Tai [5], a s<strong>in</strong>gle hair bundle is modeledby a geometry model that is mathematically equivalent tothat by Xu et al.’s. Unlike the latter which simulates thespread<strong>in</strong>g and splitt<strong>in</strong>g of the brush tip by a geometryapproach, Chu and Tai use analpha map to implementcluster model<strong>in</strong>g for the split brush. In the recent work ofXu et al. [15], a hierarchical representation is applied ongeometry model, that leads to substantial sav<strong>in</strong>gs <strong>in</strong> everystep of the pa<strong>in</strong>t<strong>in</strong>g process; onl<strong>in</strong>e brush motionsimulation assisted by offl<strong>in</strong>e calibration that guaranteesan accurate and stable simulation of the brush’s dynamicbehavior. They create a new pigment model based on adiffusion process of random molecules which considerdelicate and complex pigment behavior at dipp<strong>in</strong>g time aswell as dur<strong>in</strong>g pa<strong>in</strong>t<strong>in</strong>g. However, their system needs theassistance from offl<strong>in</strong>e calibration, thus choos<strong>in</strong>g theappropriate samples for the brush motion calibrationdatabase which enumerate all the possible motions ofpa<strong>in</strong>t<strong>in</strong>g brush will be a problem.III. PROBLEM DESCRIPTIONA. <strong>Brush</strong> mechanical modelConstruction of a brush model <strong>in</strong>cludes the geometricmodel of the build<strong>in</strong>g and the construction of mechanicalmodels <strong>in</strong> two parts. In order to meet the needs of realtime<strong>in</strong>teraction <strong>in</strong> the simulation at the same time to meettwo conditions: first is the comput<strong>in</strong>g time required cannot be too long <strong>in</strong> order to immediately respond to a user'sbehavior, <strong>in</strong> order to meet the real-time, this paper usesthe hardware-accelerated system; second one is better thanstability, the user may make a variety of actions, andbrush the model <strong>in</strong> this case still must be able to ma<strong>in</strong>ta<strong>in</strong>stable operation.Written skeleton brush can be used to simulate particle185

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