Simulated Handcraft Dyeing

Transcription

Simulated Handcraft Dyeing
機能情報シミュレーションチーム
Functionality Simulation and Information Team
3 次元拡散グラフを用いた手工芸としての染色技法の表現 Simulated Handcraft Dyeing
森本有紀 ∗ , 小野謙二 ∗
Yuki Morimoto∗ , Kenji Ono∗
∗
Functionality Simulation and Information Team, VCAD System Research Program, CIPS, RIKEN
[email protected]
Abstract
Handcrafted dyeing generates artistic representations with unique, complicated patterns. The aesthetics of such
dyed patterns originate from two sources: the physical properties of dyeing in the cloth and the geometric operations of the cloth. Although many artistic representations have been studied in the field of non-photorealistic rendering (NPR), dyeing remains a challenging and important topic in computer graphics. In this paper, we propose
a new framework for simulating dyeing techniques based on folded cloth geometry. Our simulation framework
of dyeing behaviors in folded woven cloth is based on a novel dye transfer model that consists of diffusion, adsorption, and supply terms. The dye transfer model is discretized on a 3D graph to approximate the folded woven
cloth designed by user interactions. We also develop new methods to integrate dip-dyeing and tie-dyeing effects
in the model, which are based on distance fields estimating both of a dye supply distribution in the dyebath and
dye capacities. Comparison of our simulated results with the corresponding patterns obtained by actual dyeing
confirmed that our dyeing simulation framework produced realistic results.
1
Introduction
From ancient times, dyeing has been employed to color fabrics for industries, arts, crafts, and hobbies. Many
handcrafted dyeing techniques are practiced throughout the world, including hand drawing with wax (batik), hand
drawing with the dye and paste (Yuzen), and many others [1]. Tie-dyeing in particular produces beautiful and
unique dyed patterns. The tie-dye process consists of various geometric operations (folding, sewing, tying, pressing, etc.) conducted on a support medium, followed by dipping of the medium into a dyebath. The support
medium is usually paper or cloth, which is used as a canvas for drawing or coloring, and the dyebath is liquid dye
in a container. When cloth is dipped into a dyebath, the process is called dip-dyeing. Many color painting and patterning methods produced by NPR algorithms have been archived, but computer-aided dyeing simulations remain
challenging and important in the field of computer graphics. The physical and artistic aspects of handcrafted dyeing processes produce a wide variety of dyed patterns that are difficult to obtain by conventional painting methods
or by using traditional texture synthesis [2] of existing dyed patterns. Simulation of such dyed patterns requires
the incorporation of the physical properties and 3D geometry of the support medium into the model.
Results of our simulation of Japanese traditional Tie-dyeing techniques; hana-shibori, Itajime, Kumo-shibori,
and Seikaiha.
参考文献
[1] Y. I. Wada. Memory on Cloth (Shibori Now). Kodansha International Ltd., 2002.
[2] Li-Yi Wei, Sylvain Lefebvre, Vivek Kwatra, and Greg Turk. State of the art in example-based texture synthesis.
In Eurographics 2009, State of the Art Report, EG-STAR. Eurographics Association, 2009.
VCAD System Research 2009
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