Unreal Realities: Non-Photorealistic Rendering in Virtual Reality
Unreal Realities was my honours year research project, published in Create World 2017.
Non-Photorealistic Rendering is a collection of techniques used to render images without trying to make them look realistic. Usually this is done to convey information more clearly (removing light and shade or adding outlines to make shapes easier to read in engineering drawings for example) or with artistic goals (trying to make the image resemble a comic book or sketch). A lot of the traditional uses for NPR (engineering, architecture, medical visualization, games, etc) have been disrupted by Virtual Reality. This raises the question, do NPR techniques work in VR?
The paper explores the importance of Temporal, Object Space and Stereoscopic Coherence. Here are the main takeaways:
Most effects that were already suitable for 3D virtual environments will work in VR unless the effect has Large Spacial Abstractions (such as the color banding on a toon shader or the lines of an outline shader) which are calculated based on the view direction. This is because each eye will calculate a different spacial abstraction, meaning something will be lit in one eye but not the other, which is very uncomfortable to look at.