The first thing to do is to abstract the image in order to reduce the amount of details. Bousseau et al. uses Mean Shift to color segment the image followed by the application of morphological smoothing operators like dilation and erosion. Since I have already implemented software to abstract and stylize images (for cartoon rendering) in Non Photorealistic Rendering - Image Abstraction by Structure Adaptive Filtering, I simply use that to get the abstracted image. I think it works real good too.
Let's apply a watercolor paper texture to the abstracted image to simulate the grain of the watercolor paper.
Let's apply a turbulent flow texture to the current image to simulate watercolor color variation due to how water moves and carries pigments. The turbulent flow texture comes from the sum of Perlin noise at various frequencies. It's mostly a low frequency coherent noise.
Let's apply an edge darkening texture to the current image to simulate how pigments accumulate at the boundaries of washes. The edge darkening texture is obtained by computing the gradient magnitude of the original abstracted image.
Here's a video:
Bousseau et al. also use a grayscale texture to simulate pigment dispersion, the high frequency version of turbulent flow. It's supposed to be implemented as a sum of Gaussian noises. I don't really like that effect, so I simply did not implement it.
Clearly, this simulates the wet-on-dry watercolor technique, not the wet-on-wet technique. "Towards Photo Watercolorization with Artistic Similitude" by Wang et al. proposes a wet-on-wet effect which I will probably implement at some point.
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