Publication | Closed Access
How to Render Frames and Influence People
97
Citations
0
References
1994
Year
Realistic RenderingComputer Graphic TechniqueSocial InfluenceCommunicationVisual EffectPrototypical RendererSocial SciencesGraphic DesignInteractive Computer GraphicObjective ProcessExpressive RenderingDesignPublic DisplayNon-photorealistic RenderingInfluence PeopleMedia DesignVisual CommunicationHuman-computer InteractionImage RenderingArtsMotion GraphicsArchitectural Drawings
Rendering systems typically model image production as an objective, physics‑based process, yet viewer perception is subjective and can influence how architectural drawings are interpreted. The study develops novel rendering techniques that depart from conventional photorealistic or wire‑frame outputs. The authors introduce a framework that lets users adjust scene rendering with primitives of varying precision—from sketch‑like to hand‑drawn—and provide a theoretical analysis of the resulting information flow, culminating in a prototype renderer. The prototype renderer was implemented and demonstrated to produce a range of hand‑drawn style images, illustrating the effectiveness of the proposed framework.
Abstract Rendering systems generally treat the production of images as an objective process governed by the laws of physics. However, perception and understanding on the part of viewers are subjective processes influenced by a variety offactors. For example, in the presentation of architectural drawings, the apparent precision with which the drawings are made will affect whether the viewer considers the design as part of a preliminary design or as part of a final polished project, and to some extent the level of confidence the viewer has in the encoded information. In this paper we develop techniques for rendering images in a way that differs from the usual photorealistic or wire‐frame output of renderers. In particular, our techniques allow a user to adjust the rendering of a scene to produce images using primitives with variable degrees of precision, from approximations that resemble vague “five‐minute‐sketches” to more mature but still hand‐drawn images. We provide a theoretical framework for analysing the information flow from the computer to the user via such images. Finally, we describe the design and implementation of a prototypical renderer and show examples of its output.