Non photorealistic rendering


Demo of a simple and fast (15 year old) method for doing painterly rendering of a video. My plan is to use this for a simple action game at some point.

This algorithm can be improved with stuff like optical flow, foreground/background extraction, etc. I think a lot of that has in fact been done already in more recent research.

I spent some time optimizing this so it runs at least reasonably on a fast computer, but I think this code is a very good starting point for trying out some more interesting optimization techniques, like using worker threads or using asm.js and doing the drawing with the opengl that it supports. I already tried offloading the blurring part of the algorithm to WebGL, but unfortunately that didn’t really improve the situation. This was mostly due to the time it takes to push the image to the GPU and to retrieve the result again. The retrieval is necessary because the second part of the algorithm is not suitable for offloading to the GPU.

The demo clip is an excerpt from “Yosemite Wonders” by Craig F. Skelly, which was released under a CC-BY-NC license. Note that I have only the ogv clip available as a demo clip at the moment, so if you’re on mobile or IE you’re out of luck. You can still open video’s from your own device that are supported (WebM with VP8 and MP4 with H.264 should work in most cases).