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Proceedings of the URECA@NTU 2010-11
1819
Stereo Painting: Towards New Aesthetic in Painting Today
Yew Yong Xiang Ivan
School of Art, Design and Media
Asst Prof Ina Conradi Chavez
School of Art, Design and Media
Abstract - With the emergence of new 3D hardware
and software technologies, traditional and digital painting methodologies can be redefined to provide
new ways of perceiving abstract painting in 3D space.
The aim of this research targets at the exploration into
inventive applications of 3D Stereoscopy as an art
digital media tool, through the uncustomary use of
industry standard softwares like NextLimit RealFlow
and Autodesk Maya. This project draws inspiration
from the idea of pushing the limits of perceptibility and
exploring new aesthetics possibilities in contemporary
paintings and art practices, specifically to deliver
artistically beautiful contents which are further
developed into a stereoscopic piece of experimental animation or a still art print.
Keywords - experimental animation, 3D
stereoscopy, abstract painting, anaglyph
1 INTRODUCTION
Historically, broad acceptance of 3D has been limited by technologies of the time. Presenting stereo images
was problematic and the results often caused eyestrain
and headaches. But emerging digital projections and
display technologies combined with the accuracy of
CGI are revolutionizing stereoscopic content creation
and delivery. [1] By taking advantage of these
emerging and available 3D hardware & software
technologies, it is possible to bring stereo imaging as a
visual art form to a wider audience.
Stereoscopy is known as a technique to create the
illusion of true depth experienced in a real world, by taking advantage of the binocular nature of human
vision. [2] Amidst the various ways of viewing three-
dimensional imagery, we will be working closely with
anaglyph stereoscopy– the perception of depth via the
process of filtering offset images from a single source
separated to each eye, most commonly known and
accessible to the public. [3] In this research, more
attention will be placed upon the development of the
contents; the process of generating expressive painterly
fluids both in colours and grayscale in 3D stereoscopy,
rather than on other technological hardwares or
inventions to enhance stereoscopic viewing.
This paper emphasizes on the creation of abstract
painterly imagery in motion conveying emotive states
and seeks to engage the viewers in an immersive
experience while the crisp and clear projection of 3D
stereoscopy transcends the typical two-dimensionality
of a canvas, giving an added depth and adding to the
overall feel of viewing abstract painting. [4]
2 AIMS / OBJECTIVES
This project aims to explore and develop aesthetically
artistic contents through the inventive use of fluid
meshes generated in RealFlow 4.3.8i, which are then
tested and documented on various stereoscopic settings
to achieve the best possible anaglyph viewing experience using Autodesk Maya 2010ii.
3 LITERATURE REVIEW /
BACKGROUND
Abstract Expressionism has remained the essence of
content development in this project. A painting
movement in which artists applied paints dynamically
to express feelings and emotions, and the works often
reflect a form of abstract art that expresses the inner
artistic sense evoking the emotions within, connecting
the artwork and the viewers. [5] Thus by bringing such
abstraction into three-dimensional space as an art
installation, has provided a new platform for artists to
venture into and explore. Particularly, the works of Helen Frankenthaler has been the core of our reference.
Helen Frankenthaler – Frankenthaler is an American-
born painter, printmaker, and sculptor who, along with
fellow artists Kenneth Noland and Morris Louis,
spearheaded the practice of Colour Field painting, a
component of Abstract Expressionism. There is a clear
visibility of her echoing Jackson Pollock’s large scale
canvas painting on the floor rather than on an easel.
“Her paintings conveyed a sense of tranquility as
though reflecting the nature of the world.
Frankenthaler's use of light hearkens back to landscape painters of earlier centuries who used light from the
natural world to define focal points and illuminate their
works.” [6] Her staining process of washes of oil paints
applied onto raw canvas has also resulted in the
consistency of luminous colours paints and many other
accidental splashes that enhance the emotional
gestures. [7] This spontaneity in abstract art has
become the inspiration for our works in this research.
Among the many great works, The Moors (Fig. 1) and
Blue Tide (Fig. 2) [8] are of particular interest to create
a dull and sad emotive state.
i NextLimit® RealFlow® is a unique fluids and body dynamics software
package for creation of flawlessly realistic simulations. realflow.com ii Autodesk® Maya® software is an integrated 3D modelling, animation,
visual effects, and rendering solution. usa.autodesk.com
Proceedings of the URECA@NTU 2010-11
1820
Figure 1: Helen Frankenthaler, The Moors, 1962,
Acrylic on canvas, 8’11” x 3’11”
Figure 2: Helen Frankenthaler, Blue Tide, 1963,
Acrylic on canvas, 8’ x 6’93/4”
4 METHODOLOGY
The challenge continues to be in the harnessing of
animated motion, intricate dynamics and colours,
which through the use of 3D stereoscopy to deliver new experience in viewing painted image. This process
can be classified into two areas; the creation of the
painterly contents and addition of stereoscopic effects.
NextLimit RealFlow is used in conjunction with
Autodesk Maya to achieve the desired look and feel of
expressive painterly marks. Splashes and swirls of
liquids are the key referenced actions in this research.
4.1 ANIMATED CONTENT
CREATION– REALFLOW/ MAYA
MENTAL RAY
NextLimit RealFlow, a software primarily used for
visual effects, for generating particles designed to
simulate realistic liquid-like effects, bears the role of
creating the animated meshes in this project. Particles
are simulated using emitters; fields are then created to
influence, move and sculpt them, resulting in the
creation of abstract shapes and form. (Fig. 3) [5]
Due to the erratic nature of these particles, trial and error is required to get the desired effect. Parameters
like ext. pressure, viscosity, speed, polygon size and
blending factor are the keys to achieve the various
liquid attributes for experimenting. (Fig. 4) [9]
A layer of polygonal mesh is built over these particles
to materialise its surface and shape, which they are
then exported out as *.bin files and imported into
Autodesk Maya via a RealFlow-Maya plugin. (Fig. 5)
Figure 3: A modelled base is used as the base for the
interaction of the particles emitted by the surrounding
emitters. All actions took place within a imaginary
simulated environment with different fields such as,
wind, gravity and vortex etc.
Figure 4: Particles are simulated and reacted upon
parameters like ext. pressure, viscosity and speed,
which determine the nature of the liquid as well as
setting them to increase movement speed or slow down
at different time frames.
Figure 5: Particles are built into polygonal meshes
within RealFlow before imported into Maya for
texturing and rendering using Maya’s Mental Ray.iii
iii Mental ray® renderer is a high-performance rendering engine with
advanced photorealistic lighting features. usa.autodesk.com
Proceedings of the URECA@NTU 2010-11
1821
Upon settling on a rough draft of animated polygonal
meshes, they are then loaded into Maya sequentially
and pre-textured in grayscale to preview the initial
outlook of the liquid as well as the camera angles best
suited for projecting these liquid meshes. (Fig. 6)
Different angles paired with different textures deliver to us new visual imagery and composition every time.
(Fig. 7a & 7b) Hence, it is through a series of
experimentation to narrow down towards the idea of
emulating dripping and splashing paints in three-
dimensional space.
Figure 6: *.bin sequences are loaded into Maya
through a RealFlow-Maya plugin
Figure 7a: An example of a grayscale rendered mesh
with low Index of Refraction value, thus giving a
flatter and painterly liquid outcome.
Figure 7b: An example of a grayscale rendered mesh
with high Index of Refraction and Reflection values,
thus enabling attributes of a more realistic liquid.
However so, this has only marked the initial stage of
developing the animated contents, further adjustments
are necessary to perfect the quality of our liquid– the
crispness of the meshes’ edges as well as the surface
tension between the particle meshes. This time round,
dielectric material shader, commonly used for liquid
textures, are applied to the mesh and different blends
of colours are experimented. (Fig. 8 – 12)
Figure 8: Parameters like Polygon Size and Relaxation
in RealFlow controls the crispness of the mesh’s edges.
Figure 9: A high value of Ext Pressure and Viscosity
of the fluid mesh helps to keep them compact, thus
avoiding the tendency to over expand. A reference to
Frankenthaler’s The Moor.
Figure 10: Blends of different colours controlled
through the parameters- Col and Outside Colour, of
which a lighter value will create a more vibrant hue.
Proceedings of the URECA@NTU 2010-11
1822
Figure 11: The low values of Index of Refraction and
Raytrace’s Reflection and Refraction helps to ensure a
flat painterly look.
Figure 12: An example of various attributes adjusted
to emulate expressive painterly strokes. A reference to
Frankenthaler’s Blue Tide.
The strength of dielectric material shader in Autodesk
Maya lies in its ability to simulate realistic reflections
and refractions similar to what we see in actual water
and the few main parameters controlling its overall
look and feel are ‘Colour’, ‘Index of Reflection’,
‘Outside Colour’ and ‘Phong Coefficient’. However,
these attributes are value sensitive and minor tweaks
may result in drastic appearance of the liquid. A tested set of values for ‘Colour’ to be a lighter tone, ‘Index of
Refraction’ to be between 0.85-0.95, ‘Outside Colour’
to be a darker tone and ‘Phong Coefficient’ at a value
of 1, results in generally a flatter visual of the liquid
mesh. In addition, the render settings in Mental Ray,
especially under Raytracingiv, tested to be that its
Reflections and Refractions attributes is recommended
within the range of 6-8, ideally 7, in order to achieve
the flat painterly look we are aiming at. Nonetheless,
these values only applies to this research project, while
these attributes are still what we need to take note of to determine the appearance of the liquid.
4.2 STEREOSCOPIC EFFECTS
Stereoscopicv effects are created within Autodesk
Maya through the creating of a set of stereoscopic
camera under the create camera tab in Maya. The basic
stereoscopic rig consists of three cameras, Stereo Camera Left, Stereo Camera Right & Stereo Camera
Center. (Fig. 13) These are connected to one another
via expressions and the primary controls are located on
the Center Camera. Subsequently, it is to position the
center camera parenting both left and right cameras to
the desired composition and scrubbing the timeline to
ensure that the necessary actions are within our focus
and vision. After locking in the position of the camera,
the camera’s stereo specific settings are adjusted. [10]
Figure 13: Basic stereoscopic camera rig: Stereo
Camera Left, Stereo Camera Right and Stereo Camera
Center.
In the attribute editor of the camera rig, options and
settings would allow numerous variations. The first
important task would be to set the Stereo type to off-
axis, so as not to suffer from vertical misalignment that is seen in the traditional converged method. Apart from
that, the Interaxial Separation & Zero Parallax settings
are main key in getting the a good stereo effect that
doesn’t cause eye pain when viewed. (Fig. 14)
Figure 14: Adjustments to Stereo Interaxial Separation & Zero Parallax settings in Stereo Camera Parameters
Attribute Editor.
iv Ray tracing is a method for calculating the path of light waves or
particles through a system.
http://en.wikipedia.org/wiki/Ray_tracing_(graphics) v Stereoscopy, stereoscopic imaging or 3-D (three-dimensional) imaging
is any technique capable of recording three-dimensional visual
information or creating the illusion of depth in an image.
Proceedings of the URECA@NTU 2010-11
1823
Interaxial Separation determines the distance between
the left and right cameras, in real world scale it would
be set to a value of 6.0-6.5 cm, or (2.4”-2.6”). This is
to simulate the average distance between the human
eyes. However in the case of these art works, the Real
Flow mesh is abstract and relative in its size. Hence, values had to be generated via trial and error by using
the anaglyph preview window. (Fig. 15) [10]
Figure 15: Interaxial separation (left) A large value of 5.0 would make the object appear larger and near,
while (right) a smaller value of 1.0 would make the
object appear smaller and far.
The Zero Parallax determines the point in depth where
both image converge. In stereo terms, an object in
point of the 0 parallax from the camera will have 0
depth, while anything between the camera and Zero
Parallax point will have positive depth (appear to pop
out from screen) while anything behind this point will
have negative depth (appear to recede behind screen).
A visual representation of the Zero Parallax plane and
a safe volume cone can be generated in the controls to assist in the setting. (Fig. 16) [11]
Figure 16: Zero Parallax plane dividing positive depth
(in front of plane) and negative depth (behind plane)
with its Convergence distance.
The optimal point judging from the stereo tests is to have the zero parallax at an average of the distance
between the furthest object and the nearest object to
screen as well as keep the object/s within the safe
volume cone. (Fig. 17) Once the desired camera set-up
is completed, the renderable camera should be set to
stereo Camera (Stereo Pair) in the render settings, this
will automatically allow Maya to render both the left
and right stereo images separately. Also, added should
be <camera> suffix to the file name so it will be named
accordingly from the camera and this allows better
sourcing of the files during compositing later as well as
easier referencing in the case of errors in between. [11]
Figure 17: A stereoscopic view, ‘stereo pair’.
5 RESULTS
In the earlier stage of trials, an untitled piece of “Blue”
animation was made prior to the experiments of stereoscopic effect in colours. (Fig. 18) It experimented
with different mixtures of colours and values to attain
the visual referenced. By adjusting values accordingly,
we are capable of echoing the visuals of abstract
expressionism and projecting it in a three-dimensional
space. However, it was tested that to achieve maximum
impact of anaglyph stereoscopy, contents are best
recommended to remain in grayscale as colours would
affect the filtering by the red-cyan anaglyph filters.
Nonetheless, it was a precursor to Chrysocolla, an
animated clip, which features the effects of action painting such as, dripping and splashing with harsher
environmental fields, in stereoscopy that are pleasing
to the eyes. It explores the extremes of anaglyph
stereoscopy and pushes its limits between subtlety and
complication so as one could experience the contrast of
3D perception to the eyes, yet perceived less literal in
an abstract manner. (Fig. 19 – 21)
Figure 18: Initial trial on perfecting anaglyph
stereoscopy in colours, “Blue” animation.
Proceedings of the URECA@NTU 2010-11
1824
Figure 19: Anaglyph composite of a stereoscopic
effect still frame pushing the limits of depth, in
Chrysocolla.
Figure 20: Anaglyph composite of a complicated
stereoscopic effect still frame in Chrysocolla.
Figure 21: Anaglyph composite of a subtle
stereoscopic effect still frame in Chrysocolla.
6 CONCLUSION
With the stereo as the final output for these works, the
understanding of stereo depth and stereo workflow will
be vital for future works. Continuing challenge is to be
able to keep up with commercial, proprietary software
and latest developments and technological resources in the field of stereo. Direct access to the professional 3D
stereo pipeline would enhance the experience for
screenings and one of a kind art installation. As the
content becomes more interactive, so as the need for an
interactive platform to display such works. Typical
screening or projection are limiting the possibilities of
even more immersive experiences. What truly lies
ahead is the ability to transform these works that are
capable of interfacing and interacting with the viewers,
into real time and enhancing one’s viewing pleasure.
ACKNOWLEDGEMENT
Asst Prof Ina Conradi Chavez from School of Art,
Design and Media.
We wish to acknowledge the funding support for this
project from Nanyang Technological University under
the Undergraduate Research Experience on Campus
(URECA) programme.
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