Abstract

We present a local refinement approach for gradient meshes, a primitive commonly used in the design of vector illustrations with complex colour propagation. Local refinement allows the artist to add more detail only in the regions where it is needed, as opposed to global refinement which often clutters the workspace with undesired detail and potentially slows down the workflow. Moreover, in contrast to existing implementations of gradient mesh refinement, our approach ensures mathematically exact refinement. Additionally, we introduce a branching feature that allows for a wider range of mesh topologies, as well as a feature that enables sharp colour transitions similar to diffusion curves, which turn the gradient mesh into a more versatile and expressive vector graphics primitive.

Highlights

  • Vector graphics provide an interesting alternative to raster graphics, as they are resolution-independent and in general easier to edit because they are composed of objects as opposed to coloured pixels

  • In this paper we have described our interpretation of a gradient mesh primitive extended with mathematically exact local refinement, branching capabilities and sharp colour transitions

  • It helps the designer to maintain an overview of the topology of the mesh, Table 1 Comparing the number of patches required to model the examples shown in this paper using our version and traditional gradient meshes

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Summary

Introduction

Vector graphics provide an interesting alternative to raster graphics, as they are resolution-independent and in general easier to edit because they are composed of objects (often called primitives) as opposed to coloured pixels. The number of different primitives is rather limited, with the gradient mesh as one of the most complex ones. This primitive facilitates the creation of intricate colour propagation over regular quadrilateral meshes, contributing to the possibility of designing photorealistic illustrations in vector format. The traditional gradient mesh allows little to no control over the propagation of colour along curves and (as a consequence) in the interior, limiting the range of artistic styles that can be expressed with it. It is our aim to create a more versatile and expressive primitive, in particular from the perspective of manual creation and editing

Related work
The gradient mesh primitive
Geometry
Colour blending
Refinement
User interaction
C1 continuity
More flexibility
Implementation
Data structure
Adaptive tessellation
Branching
Sharp colour transitions
Discussion and conclusion
Future work
Compliance with ethical standards
A Colour spaces
Full Text
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