Vector Edge Effect Rendering with Perlin Noise Granulation

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Solution Overview

Problem

Existing vector-based computer-aided design (CAD) systems struggle to simulate natural watercolor fills with realistic edge darkening, as prior methods are either inefficient, consume excessive processing power, or fail to scale well, making it difficult to achieve a hand-drawn look in vector environments.

Innovation Solution

The implementation of a vector rendering technique using High Level Shading Language (HLSL) that combines high and low frequency Perlin noise for granulation and edge darkening effects, with a pixel shader to calculate and apply edge proximity, allowing for real-time rendering of watercolor fills with adjustable parameters for granularity and edge darkening.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If fluid simulation is used to approximate watercolor, then realistic watercolor appearance is achieved, but processing time increases and scalability deteriorates

Engineering Contradiction:
Improvewatercolor appearance realismVSAvoidprocessing speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent replaces complex fluid simulation mechanics with a pixel shader-based rendering system that uses mathematical functions (Perlin noise, distance calculations) to directly generate watercolor-like appearances without simulating fluid dynamics, achieving both realism and speed

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent changes the approach from simulating physical fluid behavior to using controlled random noise parameters and mathematical transformations, allowing real-time adjustment of watercolor characteristics through parameter modification rather than re-simulation

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If vector-based drawing programs are used, then modifiability and scalability are improved, but natural hand-drawn effects deteriorate

Engineering Contradiction:
Improvevector modifiabilityVSAvoidhand-drawn appearance
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent introduces a pixel shader as an intermediary layer between the vector geometry and the final image output, translating vector-based modifiability into natural hand-drawn appearances through real-time pixel-level processing that preserves vector advantages while achieving organic aesthetics

Inventive Principle:
Principle #24Intermediary (Mediator)

3Device complexity

If single Bezier curve filling is used, then simplicity is maintained, but authenticity and hand-drawn look deteriorate

Engineering Contradiction:
Improvefilling technique simplicityVSAvoidhand-drawn authenticity
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent segments the filling process into multiple components: base color filling, Perlin noise granulation overlay, and edge darkening layers, each handled separately and combined at the pixel level to create authentic hand-drawn appearances while maintaining vector-based simplicity

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7777745B2Edge effect
Publication Date: 2010.08.17 AUTODESK INC
  • US7777745B2 patent drawing
  • US7777745B2 patent drawing
  • US7777745B2 patent drawing

AI summary

A method, apparatus, and article of manufacture provide the ability to render an edge effect for an object. An object is obtained in a computer-generated rendering having vector geometry. An interior geometry is created for a fill of the object. Contour geometry is created for an outline stroke that covers an edge of the object. A proximity to the edge of the object is calculated for each pixel of the object and each pixel of the contour geometry. An effect is then rendered based on the proximities.