SELECTING STYLES FOR TELE-RENDERING

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SELECTING STYLES FOR TELE-RENDERING Toward a rhetoric in computational visualistics Klaus Sachs-Hombach, Jörg R.J. Schirra Interdisciplinary research group on computational visualistics, ISG, FIN Otto-von-Guericke-University Magdeburg, Germany 39016 email: {KSH, joerg}@isg.cs.uni-magdeburg.de Keywords Philosophical picture theory, realism and mixed-style pictures Abstract The use of computer graphics is governed by complicated communicative principles, especially in the contexts of interactive systems. The success of a pictorial communicative act depends on how the general principles can be adjusted to the concrete situational conditions. We describe pictorial communication as consisting conceptually of a semiotic and a perceptual component. Our considerations approach one particular aspect closely related with the perceptual component the degree of naturalism in realistic computer graphics and investigate its dependencies from an aspect belonging clearly to the semiotic component. 1 GRAPHICS AND TELE-RENDERING A well-known classification system of media theory [6] distinguishes three types of media: whereas media of class I do not involve any technical devices that open the possibility of temporally or spatially separating the communicative partners, class II media, like books or letters, involve devices on the producers side, and class III media on both sides of the communication channel, like TV or telephone. Interactive systems belong at least on first view to media of class III. The construction process for computer graphics, forming a central part of interactive systems and usually involving two steps, indicates clearly at least a class II medium: (1) a three-dimensional geometric model is provided (modeling) as the input data for a program that (2) calculates a projection of the geometric model onto a two-dimensional image plane (rendering). The geometric model is a (formalized) description based on a data structure that allows the computational visualist [10] to describe three-dimensional geometric objects. The description of an ob- ject s geometric and optical properties concentrates on certain aspects of the actual object described (be it real or fictional). Step 2, the projection, creates another description on the basis of a data structure that allows us to represent two-dimensional matrices of points with color attributes (pixels). It is a certain presentation of that second description that, finally, can be perceived as an image. Since this presentation can only be performed by means of technical devices on the recipient's side, computer graphics must indeed be conceived of as a typical medium of class III. However, when dealing with computer graphics in interactive systems, the given schema has to be adapted in a particular manner: although the picture is still produced by means of the rendering algorithm, this happens at some point in time and place apart from the person to be considered as the sender in this communication. We may call the situational separation between the design activities of the computational visualist and the actual image production that is finally induced by the image user by the expression tele-rendering. Note that computer graphics does not necessarily imply tele-rendering although it has opened the way for the latter: computer graphics potential to easily change the model or the style of rendering provides a significant variability of rhetoric elements adaptable to the communicative context. Whereas one message forms the unit to be transferred by technical means through space and time with media of classes II and III, tele-rendering does not transfer single messages but whole classes of messages, one instance of which is realized in a particular user session depending on the user s interaction. Tele-rendering therefore belongs to a different class of media along with language generation, a centerpiece of AI research and another core of interactive systems. We suggest to call this type media of class IV. 1 We have to expect particular consequences for the communicational function of any signs used in class IV media, and especially for the pictures created by tele-rendering. The rhetoric force of each concrete picture generated for a specific user must be carefully adapted by the interactive system to the particular communicational setting at hand if miscommunication with potentially fatal consequences is to be prevented (imagine, e.g., an interactive textbook in medicine). And these calculations have to be anticipated by the system s designer with utmost scrutiny in order to get computer graphics really smart. 1 In [2], the more or less co-extensive artificial expression intellimedia was introduced; the interest there has a stronger focus on the distribution of the parts of a message across the sub-media available (like text, graphics, video, etc.).

Figure 1: Mixed representational styles in comics and a hypothesis about the effects (from [5], p.44) There have been several approaches to a formalized pragmatics of pictorial communication (cf. [1, Sect. 2.3.1] for an overview). As a general principle, rules have to be given that map a description of a communicative function together with the situational conditions of its use onto a selection of the geometry in question, the viewpoint, and some style parameters for the rendering (i.e., what is to be depicted, and how; cf. the exemplary work described in [7]). While earlier approaches have mostly dealt with the What, we are interested in some aspect of the How. As a first approach, we concentrate on the stylistic parameter of naturalism and its potential rhetoric function. Which parts of the geometry chosen should be presented in a naturalistic way, and why is the rest to be presented in a more abstract manner? There are, of course, a number of different determinations of the meaning of realism and naturalism and their corresponding contraries depending on the context of discussion (e.g., in literature or epistemology). For our purpose the following conception has been helpful. Putting it simply, realism, as we understand the expression here, is the property of a representation of giving the impression of a configuration of spatial objects that is or could be in the world. Naturalism in our sense refers to the degree of a pictorial representation to which it evokes a visual impression as close as possible to that of the scene depicted. While realism is a binary category, naturalism only defines one pole of a continuous scale. The contrary to a realistic representation is one that either depicts non-spatial entities (e.g., temperature, or the percentage of catholic households) or shows spatial entities as something outside the everyday space of three Euclidian dimensions (like pictograms of spatial objects in the abstract state space of an infogram). At the opposite pole to naturalism, a representation may still be realistic. But it does not use the natural visual impression of the spatial arrangement. Woodcuts, copper plate engravings or drawings with a pencil, even a black-and-white photography give quite good examples of pictures that are non-naturalistic but realistic. Total naturalism is a border case for realistic pictures that might even make it difficult for many observers to see the picture and not merely its content: take an extreme trompe l œil, for example. Normally, realistic pictures are composed of naturalistic and nonnaturalistic elements. In a water-color painting, the forms of the objects in a scene may lack naturalism while the colors are quite close to the visual impression of the real scene. A copper plate engraving may be highly adequate with respect to the depicted objects forms, though we would rate it quite uncommon for those objects to show us nothing but uncolored crosshatched surfaces. Of course in these classical examples, it is the technique that restricts the modes of visual perception available for naturalism, and the producers of functional pictures often did not have much choice of technique in the past. As not only good photo-realistic computer graphic systems become increasingly available but also non-photorealism matures to a standard option in graphics systems that is quite diversified in form [13], designers of class IV media can already select quite freely between many techniques of representation with different aspects of naturalism. A good example of explicitly mixed pictorial styles is given by many comics, and there has been some thinking about the significance of more or less naturalism (in our sense), as well. McCloud [5] associates a more naturalistic depiction of an object contrasting a simplified background with a more objective and distanced view that is necessary if that object as such, not its (regular) use or presence, is focused if, for example, a goblet is shown as The Holy Grail. A graphically reduced representation, e.g., outlines only, that does not stand out against the representation style of the background, is usually applied to indicate that there is nothing special about that object, and that it is merely relevant in its normal use for example, a goblet as a functioning extension for drinking of the protagonist s body (cf. Figure 1). Similarly, the relative degree of naturalism of a person s pictorial representation can be used to mark that person as either something strange, as somebody in emotional or cognitive distance to the protagonist/reader (more naturalism than background), or as a familiar face and nobody unusually strange (no difference to style of the remaining scene). The protagonist should be drawn in an even more reduced naturalism, compared with the rest, in order to simplify the identification of a reader with the character (cf. also [11]). For our purposes, these observations are not yet applicable. We have to concentrate on a more basic level first. Note that we cannot reduce the amount of naturalism in a realistic picture to zero. There has to be at least as much of the visual impression left as to

establish the geometric space. So, how much naturalism should be involved in, e.g., architectural sketches, pictorial descriptions of a step in a surgical operation, or drawings in maintenance instructions? How can a computational visualist control how much of the natural visual appearance is being omitted in the situations the picture is finally generated and presented? What exactly is the communicative function of the remaining naturalistic parts, a function that makes it necessary to include those visual aspects in the depiction? Our thesis, which we try to motivate in the following, is that a key for the distribution of naturalism in realistic pictures with mixed representation styles is given by rhetoric components also governing assertive utterances (propositions). Since pictures seem to be completely different from verbal signs, this thesis may appear a bit peculiar at first. A closer look on the nature of pictures is therefore prudent. 2 THE NATURE OF PICTURES Any rhetoric theory of pictorial communication in media of class IV depends obviously on the assumption that images are signs. There are generic characterizations they have in common with all signs; and there is the specific difference, which distinguishes pictorial signs from other kinds of signs, e.g., verbal signs. In general, any sign belongs to a system of symbols and serves communicative purposes. Regarded as signs, pictures comprise three distinct aspects: picture vehicle, picture content, and picture referent. The picture vehicle is a physical object, like a cathode ray screen, with the usual properties of physical objects including the visual ones of shape and color. The referent of a picture is what the picture is taken to refer to, e.g., a spatial scene. Finally, the picture content is what we see in the picture, that is, what we take the relevant properties of the picture to be. The content normally provides us with a (mental) procedure for determining the referent. Denoting objects or events, however, is not the only communicative purpose pictures are used for. By showing a picture to someone we might want to express our feelings or ask that person to do something. Using pictures in different contexts requires mastering a variety of rules: syntactical rules that structure single signs and their combination; semantic rules that settle the relation between the picture vehicle and its broader meaning; finally pragmatic rules that describe the typical functions and uses of pictures within a relevant context, its rhetoric forces. Designing efficient interactive graphical systems presupposes a coherent conception of the different kinds of rules. Since the three semiotic domains do not function independently, a specification particularly of the syntactical rules must consider beside the notorious pixels picture elements on the level of significant or representational elements. A representational element is a character in a symbol system that has a meaning on its own. In pictorial systems, such elements are characterized in particular by hierarchical part-whole relations: the scene, the objects in it (and the remaining ground), the parts of the objects. Distinct to verbal signs, the whole configuration of a picture s representational elements refers to the scene as an ensemble of the corresponding parts. When using pictures, e.g., to retrieve information, we often employ existing perceptual competences. What distinguishes pictures semantically from arbitrary signs like words and sentences is the special role perceptual competences play for constituting the picture s content, i.e., for interpreting the sign. One means of construing the characteristic role of perceptual mechanisms is provided by resemblance theory [8]. According to that approach, a sign is a picture if the perception of essential properties that constitute the pictorial content is identical to the perception of the corresponding properties of some other object under a certain perspective. Since we consider the close link to perception as the very difference in the nature of pictorial signs, we call our conception a theory of perception-based signs. Resemblance as a criterion to characterize pictorial signs presupposes that properties that do not contribute to the content of the sign and are irrelevant to its interpretation are excluded. Regarding something as a picture makes it obviously irrelevant how heavy that object is or what its back looks like. In the case of linguistic expressions, we consider some respects as irrelevant, too, but different ones, e.g., the color of the font. Resemblance comes as a vague criterion; but the fact that it is determined only in certain respects allows us also to accommodate it to quite different pictorial phenomena. In some cases mainly naturalistic pictures like photographs we immediately and involuntarily regard most respects as relevant that are also relevant in perceiving objects visually. In others, like line drawings, we leave aside many of those respects: the picture is taken to resemble some object only relative to the remaining respects. A diagram, for example, does not show us anything about how any physical object looks like. It is possible to establish different respects as dominant because the picture vehicle does not in itself determine which properties are relevant for the depiction. We may develop different pictorial schemata with respect to some particular communicative functions the pictures are supposed to perform. It is then true to say that all pictures resemble their objects in one way or the other, but this relays completely on the pictorial schema determining in each case which are the relevant respects. Accordingly, understanding pictures involves two steps: We have to decide what properties of all are relevant for a perception-based sign before we can determine which objects do exhibit these properties, as well, i.e., what it is that resembles that sign in those respects (the picture s content). The greater the number of essential properties a picture has in common with another object, the more easily we recognize that object in the picture. Perceiving the picture becomes more and more similar to perceiving the object depicted itself, and its style more and more naturalistic. On the other hand, the more we restrict the set of relevant respects, the more we must know about the semiotic rules of that particular pictorial subsystem in order to be able to interpret a corresponding abstract picture adequately. An explication of pictorial communication should thus consider the double nature of perceptionbased signs: their symbolic aspect and their perceptual aspect. The way pictures are interpreted is mainly influenced by the way these two aspects interfere. Our thesis that the rhetoric components of a certain type of verbal utterance provide a key for the distribution of naturalism in realistic pictures is a typical example for such an interaction: the expression rhetoric functions addresses the symbolic aspect, something pictures have in common with other signs (here in particular verbal utterances); naturalism refers to the perceptual aspect characteristic for perception-based signs. 3 TOWARD A VISUALISTS RHETORIC A reduced and very simplified list of visual respects that may add to the naturalism of a realistic picture may encompass the following four components. First, there is color: a representational ele-

Background: all topical Bunny: place topical shape predicative config. predicative Background: «.,., flat, atomic» Bunny: «.,., shaded, natural» Background: all topical Bunny: place topical shape topical config. predicative Background: «.,., flat, atomic» Bunny: «.,., inner contours, natural» Figure 2: Simulated applications of the Heuristics of Predicative Naturalism Background: initially all topical Bunny: shape topical config. topical place predicative ( Background config. predic.) Background: «.,., inner contours, reduced» Bunny: «.,., outline, atomic» ment of a picture may be ordinarily colored, uncolored or colored in an unnatural manner (e.g., duo-toned). Second, representational elements may show texture: the ordinary distribution, no texture at all, or a wrong texture (e.g., cross-hedged). Third, picture elements have form: as a respect for similarity, this dimension ranges from the photo-realistically shaded projection of the full 3-D form through a sketch with outlines and inner contours for indicating part-whole relations to the pure outline. And fourth, the relative place of the representational element, or the configuration, that may be considered as either the natural one or any other. The dimensions are not independent. Configuration is closely linked with the referents part-whole relations and controls how the corresponding representational elements of the parts form a representational whole. A representational element without parts has no configuration: if a representational element shows only outlines, all its parts are suppressed the element becomes atomic. Color and texture also would have to be adapted. Any presentation style available for tele-rendering can be attributed a value in these respects. The classical photo-realistic rendering thus corresponds to «natural color, natural texture, shaded projection, natural configuration», a copper plate engraving of an exploded view of a technical device to «no color, wrong texture, inner contours, unnatural configuration». An interactive system may use such a characterization in order to determine how a picture is to be generated for a particular user, or to evaluate a given picture. In a picture with mixed styles, each representation element has its own stylistic characterization, a tree of style descriptions according to the part-whole relations between the elements has to be considered. Due to the dependencies, the attribution of one value in the hierarchy often constraints other values, too. Let us now shortly review some rhetoric elements of verbal communication in order to gain a better look at the symbolic aspects we are interested in: the opposition between topic (also: thema) and predication (also: comment, rhema) [3]. By topic those aspects of an utterance are meant that refer to something already mutually known (e.g., previously mentioned). The topic is used to provide the other interlocutors with an anchor point for information that is new. This second component is often called the predication. The given anchor and the new distinction can indeed be conceived of as prime functions of rational communication in general [14]. It is therefore plausible to look out for them as a basic means in pictorial rhetoric, as well. As there is no such thing as a pictorial proper name to be used as an anchor point [9], a representational element carries the rhetoric function of topic always by means of some visual property. In the case of pictures, we may therefore speak as well of topical and predicative properties. A representational element of the picture can indeed take over both functions: some of its visual properties may be topical while others are predicative (cf. also [12]). According to the distinctions made above, it is crucial for the rhetoric control in tele-rendering to coordinate the relevant respects of the available presentation styles of each representational element with the topical and predicative properties at hand. Given a list of (visual) properties to be communicated by a picture and the list of properties that have been communicated already, an interactive system has the task to select for each representational element in the hierarchy a presentation style. This selection must allow the system a pictorial encoding that includes a subset of the topical properties of that picture element (if there are any) sufficient for identification, and also as many of its predicative properties as possible. While the topical subset can be reduced to the minimal set satisfying a unique identification, the predicative information should be given redundantly to ensure a proper understanding. This suggests as a heuristic rule for realistic pictures derived from the general rhetoric functions a Heuristics of Predicative Naturalism: the parts of a spatial scene playing the role of thematic anchors in a picture of that scene should appear less naturalistic than the representational elements carrying the predicative properties the strange and unexpected should appear more naturalistic than the common and known (in the situation). A simple example is shown in Figure 2. 2 Accordingly, textbooks for anatomy or surgery traditionally avoid photographs not only because it is too complicated to erase irritating details: there is too little stylistic variation available with photographs extreme naturalism. A long tradition of artful ana- 2 The place of an element can only be predicative, if the configuration of the complete scene is emphasized. Therefore, in the third case in Figure 2, using the bunny s place as predicative is propagated up to the configuration of the scene, and from there down to the place parameter of the other children, i.e., the background element. (Color and texture parameters are ignored in the example. The system described in [4] was used for parts of Figure 2)

tomical drawing allows the designer for pictures with a better mixture of representation styles fitting their rhetoric demands. Some presentational elements serve the communicational purpose of anchoring the place of another, usually more central element: an element the reader of that picture does not yet know well enough, which was the original intention to ask for that picture at all. Form and configuration of the other elements are used topically, and they are sufficient for the intended user to be able to establish a context already known for the new information. All other respects of representation color, texture, etc. are reduced. In contrast to that, the representational element in focus is given a richer, more naturalistic appearance with more details of form and configuration, and, eventually, some color and texture. The Heuristics of Predicative Naturalism is to be seen as a strategic rule among others for the generation of mix-styled pictures; after an initial setting of the values for the topical and predicative properties and the constraint propagation in the hierarchy, the results may be modified by other strategic rules or meta-principles (e.g., consistency principles), as has been suggested by Rist [7, Sect. 5.2.2]. It provides the computational visualist also with a good starting heuristics for critically evaluating the rhetoric force of its pictures in a user model certainly advisable for any class IV medium before actually presenting them. According to the Heuristics of Predicative Naturalism, somebody receiving the picture may start with the assumption that the producer of that picture wants him or her to understand the less naturalistic parts as topic and the more naturalistic ones as predication. This seemingly fits the comics examples mentioned at the beginning. According to the main assumption of our paper, the use of computer graphics is governed by communicative principles that can be specified on several levels. This is particularly true for highly sophisticated applications in the contexts of class IV media, i.e., tele-rendering. In order to conceptualize research in this area, we have developed a theoretical framework that describes pictorial communication as consisting conceptually of a symbolic and a perceptual component. The combination of these components allows picture users a great variety in the ways of pictures. At the same time, it ensures an (at least partially) intuitive understanding of the different communicative acts, provided that the corresponding interactive system obliges to the principles the pictorial symbols are organized by. The success of a pictorial communicative act depends on how exactly such principles can be adjusted to the concrete situational conditions. As an example for employing philosophical picture theory to computational practice, our considerations approach one particular aspect closely related with the perceptual component the degree of naturalism in realistic computer graphics and investigate its dependencies from an aspect belonging clearly to the symbolic component. We understand our thoughts as a first step only toward a more integral rhetoric for computational visualistics of the future. Bibliography [1] André, Elisabeth: The Generation of Multimedia Documents. In: R. Dale, H. Moisl, H. Somers: Handbook of Natural Language Processing, Marcel Dekker, Monticello, NY, 305 327, 2000. [2] André, Elisabeth: Ein planbasierter Ansatz zur Generierung multimedialer Präsentationen. Infix, St. Augustin, 1995. [3] Bußmann, Hadumod: Lexikon der Sprachwissenschaft. Kröner, Stuttgart, 1990. [4] Halper, Nick; Schlechtweg, Stefan; Strothotte, Thomas: Creating Non-Photorealistic Images the Designer s Way. In: Proc. of NPAR 2002 (International Symposium on Non Photorealistic Animation and Rendering), Annecy, 2002, in press. [5] McCloud, Scott: Understanding Comics The Invisible Art. Kitchen Sink Press, Northampton, Ma., 1993. [6] Pross, Harry: Medienforschung. Darmstadt, 1972. [7] Rist, Thomas: Wissensbasierte Verfahren für den automatischen Entwurf von Gebrauchsgraphik in der technischen Dokumentation. Infix, St. Augustin, 1996. [8] Sachs-Hombach, K.: Resemblance Reconceived. In: M. Atherton, H. Hecht, B. Schwartz (eds.): Reconceiving Pictorial Space, Cambridge: MIT Press, 2002, in press. [9] Sachs-Hombach, K.: Bild und Prädikation. In: K. Sachs- Hombach (ed.): Bildhandeln, Magdeburg: Scriptum, 55 76, 2001. [10] Schirra, J.R.J.: A New Theme for Educating New Engineers: Computational Visualistics.. In: Global Journal of Engineering Education, Vol. 4, No. 1, 73 82, 2000. [11] Schirra, J.R.J.; Carl-McGrath, Stefan: Identifikationsformen in Computerspiel und Spielfilm. In: M. 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