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A project to showcase non-photorealistic rendering and smoothed-particle hydrodynamics

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VarunRamakri7/NPR-SPH

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NPR-SPH

A project to showcase non-photorealistic rendering and smoothed-particle hydrodynamics.

Full project demo: https://github.com/VarunRamakri7/NPR-SPH/blob/main/demo.mp4

NPR

Functions:

- User can select outline color, background color, dark tone, mid tone and highlights.

- For SPH Particles, user can change particle sizes. 

Implementation:

- Edge detection with Sobel Operator on the fragment depth value to get inner and outer contours. 

- Brush strokes geometry added with geometry shader. 
  1. Cel Shader

Implemented Cel/Toon shading which is based on cook-torrance lighting where user can also adjust specular values.

celshader_example

celshader_example1

  1. Stylistic Shader

Implemented based on phong shading where user can also adjust specular values.

paint_example1

  • Each brush stroke is a rectangular stroke with fading opacity and variations in opacity and color at each corners.

paint_example

Strokes and outlines that are further away from the eye will be more desaturated. Similarly, outlines closer to the eye will be thicker than those further away.

paint_example1

SPH

Current SPH simulation (with 10000 particles at 60 FPS) looks like:

SPH demo

Interactivity:

  • Press 'p' to pause/unpause the simulation.
  • Press 'r' to reset particle positions.

Future Work:

  • Increase number of particles.
  • Optimize neighbourhood search.
  • Add objects for particles to collide with.