<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><title>NPCGLib-BibTeX</title><link>https://www.npcglib.org</link><description>Non-photorealistic computer graphics resources.</description><language>en-us</language><copyright>Copyright 2008, NPCGLib</copyright><managingEditor>stathis@npcglib.org</managingEditor><lastBuildDate>Mon, 24 Mar 2008 11:12:38 +0100</lastBuildDate><docs>http://blogs.law.harvard.edu/tech/rss</docs><ttl>600</ttl>
<item><title>An Investigation into Real-time Automated Painterly Video Techniques</title>
<link>https://www.npcglib.org/paper.php?entryid=793</link>
<guid>https://www.npcglib.org/paper.php?entryid=793</guid>
<description>&lt;pre&gt;@misc{Collier:2005:IIR,
   author       = {Mark Collier},
   title        = {An Investigation into Real-time Automated Painterly Video Techniques},
   doi          = {http://www.cs.bath.ac.uk/pubdb/download.php?resID=121},
   abstract     = {This investigation project presents an approach to the task of
                   implementing a system for the real-time automatic painterly rendering
                   of video using existing algorithms. The strengths and weaknesses
                   of these algorithms are evaluated on numerous source videos and
                   modifications made to improve the algorithms with further recommendations
                   for their improvement suggested. An investigation is carried
                   out in the non-photo realistic-rendering area of Computer Vision
                   research. This identifies the history and current level of research
                   within NPR. Both static and video algorithms are investigated
                   to research the numerous techniques for painterly rendering.
                   The research naturally leads to the design and implementation
                   of a system for the automatic painterly rendering of video that
                   can be evaluated against a number of criteria. Sample images
                   are also included in an appendix to supplement the dissertation.},
   howpublished = {B.Sc. Dissertation, University of Bath},
   month        = {May},
   year         = {2005},
   note         = {http://www.cs.bath.ac.uk/pubdb/download.php?resID=121}
}&lt;/pre&gt;</description>
<author>Mark Collier</author>
<pubDate>Sun, 23 Mar 2008 18:53:13 +0100</pubDate>
</item>

<item><title>A Non-photorealistic Rendering of Seurat's Pointillism</title>
<link>https://www.npcglib.org/paper.php?entryid=792</link>
<guid>https://www.npcglib.org/paper.php?entryid=792</guid>
<description>&lt;pre&gt;@inbook{Yang:2006:ANR,
   author       = {Hui-Lin Yang and Chuan-Kai Yang},
   editor       = {},
   title        = {A Non-photorealistic Rendering of Seurat&#039;s Pointillism},
   doi          = {10.1007/11919629},
   abstract     = {In recent years, there has been a trend on simulating impressionism
                   with computers. Among the various styles of impressionism, we
                   are particularly interested in simulating the style of pointillism,
                   especially the style presented by Georges-Pierre Seurat, as he
                   was deemed the founder of pointillism. The reason that his style
                   attracts us is twofold. First, the painting process of pointillism
                   is extremely laborious, so simulating his painting style by computers
                   is desired. Second, though several existing impressionism algorithms
                   may approximate pointillism with point-like strokes, some delicate
                   features frequently observed in Seurat’s paintings are still
                   not satisfactorily reflected by those general schemes. To achieve
                   simulating Seurat’s painting style, we made careful observations
                   on all accessible Seurat’s paintings and extract from them
                   some important features, such as the few primitive colors, point
                   sizes, and the effects of complementary colors and halos. These
                   features have been successfully simulated and results are compared
                   with not only Seurat’s existing paintings, but also with previous
                   attempted simulations.},
   chapter      = {Advances in Visual Computing},
   pages        = {760--769},
   publisher    = {Springer Berlin / Heidelberg},
   year         = {2006},
   volume       = {4292/2006},
   series       = {Lecture Notes in Computer Science},
   address      = {Berlin},
   edition      = {},
   month        = {},
   note         = {}
}&lt;/pre&gt;</description>
<author>Hui-Lin Yang, Chuan-Kai Yang</author>
<pubDate>Tue, 18 Mar 2008 20:38:56 +0100</pubDate>
</item>

<item><title>Example based painting generation</title>
<link>https://www.npcglib.org/paper.php?entryid=790</link>
<guid>https://www.npcglib.org/paper.php?entryid=790</guid>
<description>&lt;pre&gt;@article{Guo:2006:EBP,
   author       = {Yan-wen Guo and Jin-hui Yu and Xiao-dong Xu and Jin Wang and Qun-sheng Peng},
   title        = {Example based painting generation},
   doi          = {10.1631/jzus.2006.A1152},
   abstract     = {We present an approach for generating paintings on photographic
                   images with the style encoded by the example paintings and adopt
                   representative brushes extracted from the example paintings as
                   the painting primitives. Our system first divides the given photographic
                   image into several regions on which we synthesize a grounding
                   layer with texture patches extracted from the example paintings.
                   Then, we paint those regions using brushes stochastically chosen
                   from the brush library, with further brush color and shape perturbations.
                   The brush direction is determined by a direction field either
                   constructed by a convenient user interactive manner or synthesized
                   from the examples. Our approach offers flexible and intuitive
                   user control over the painting process and style.},
   journal      = {Journal of Zhejiang University - Science A},
   year         = {2006},
   volume       = {7},
   number       = {7},
   pages        = {1152--1159},
   month        = {July},
   note         = {}
}&lt;/pre&gt;</description>
<author>Yan-wen Guo, Jin-hui Yu, Xiao-dong Xu, Jin Wang, Qun-sheng Peng</author>
<pubDate>Tue, 18 Mar 2008 14:30:07 +0100</pubDate>
</item>

<item><title>Perceptually-motivated Non-Photorealistic Graphics</title>
<link>https://www.npcglib.org/paper.php?entryid=789</link>
<guid>https://www.npcglib.org/paper.php?entryid=789</guid>
<description>&lt;pre&gt;@phdthesis{Winnem:2006:PNG,
   author       = {Holger Winnemöller},
   title        = {Perceptually-motivated Non-Photorealistic Graphics},
   doi          = {},
   abstract     = {At a high level, computer graphics deals with conveying      
                          information to an observer by visual means. Generating
                   realistic              images for this task requires considerable
                   time and computing              resources. Human vision faces
                   the opposite challenge: to distill              knowledge of
                   the world from a massive influx of visual              information.
                   It is reasonable to assume that synthetic images            
                    based on human perception and tailored for a given task can
                   (1)              decrease image synthesis costs by obviating
                   a physically              realistic lighting simulation, and
                   (2) increase human task              performance by omitting
                   superfluous detail and enhancing visually              important
                   features. This dissertation argues that the connection      
                          between non-realistic depiction and human perception is
                   a              valuable tool to improve the effectiveness of
                   computer-generated              images to support visual communication
                   tasks, and conversely, to              learn more about human
                   perception of such images. Artists have              capitalized
                   on non-realistic imagery to great effect, and have          
                      become masters of conveying complex and even abstract messages
                   by              visual means. The relatively new field of non-photorealistic
                                computer graphics attempts to harness artists’
                   implicit expertise              by imitating their visual styles,
                   media, and tools, but only few              works move beyond
                   such simulations to verify the effectiveness of             
                   generated images with perceptual studies, or to investigate which
                                stylistic elements are effective for a given visual
                   communication              task. This dissertation demonstrates
                   the mutual beneficence of              non-realistic computer
                   graphics and perception with two rendering              frameworks
                   and accompanying psychophysical studies: (1) Inspired       
                         by low-level human perception, a novel image-based abstraction
                                framework simplifies and enhances images to make
                   them easier to              understand and remember. (2) A non-realistic
                   rendering framework              generates isolated visual shape
                   cues to study human perception of              fast-moving objects.
                   The first framework leverages perception to              increase
                   effectiveness of (non-realistic) images for              visually-driven
                   tasks, while the second framework uses              non-realistic
                   images to learn about task-specific perception,             
                   thus closing the loop. As instances of the bi-directional   
                             connections between perception and non-realistic imagery,
                   the              frameworks illustrate numerous benefits including
                   effectiveness              (e.g. better recognition of abstractions
                   versus photographs),              high performance (e.g. real-time
                   image abstraction), and              relevance (e.g. shape perception
                   in non-impoverished conditions).},
   school       = {Northwestern University},
   year         = {2006},
   address      = {Evanston, Illinois, U.S.A.},
   month        = {},
   note         = {}
}&lt;/pre&gt;</description>
<author>Holger Winnemöller</author>
<pubDate>Mon, 17 Mar 2008 14:42:32 +0100</pubDate>
</item>

<item><title>Projector-guided painting</title>
<link>https://www.npcglib.org/paper.php?entryid=788</link>
<guid>https://www.npcglib.org/paper.php?entryid=788</guid>
<description>&lt;pre&gt;@inproceedings{Flagg:2006:PP,
   author       = {Matthew Flagg and James M. Rehg},
   title        = {Projector-guided painting},
   doi          = {http://doi.acm.org/10.1145/1166253.1166290},
   abstract     = {This paper presents a novel interactive system for guiding artists
                   to paint using traditional media and tools. The enabling technology
                   is a multi-projector display capable of controlling the appearance
                   of an artist’s canvas. This display-oncanvas guides the artist
                   to construct the painting as a series of layers. Our process
                   model for painting is based on classical techniques and was designed
                   to address three main issues which are challenging to novices:
                   (1) positioning and sizing elements on the canvas, (2) executing
                   the brushstrokes to achieve a desired texture and (3) mixing
                   pigments to make a target color. These challenges are addressed
                   through a set of interaction modes. Preview and color selection
                   modes enable the artist to focus on the current target layer
                   by highlighting the areas of the canvas to be painted. Orientation
                   mode displays brushstroke guidelines for the creation of desired
                   brush texture. Color mixing mode guides the artist through the
                   color mixing process with a user interface similar to a color
                   wheel. These interaction modes allow a novice artist to focus
                   on a series of manageable subtasks in executing a complex painting.
                   Our system covers the gamut of the painting process from overall
                   composition down to detailed brushwork. We present the results
                   from a user study which quantify the benefit that our system
                   can provide to a novice painter.},
   booktitle    = {UIST &#039;06: Proceedings of the 19th annual ACM symposium on User interface software and technology},
   year         = {2006},
   editor       = {},
   volume       = {},
   number       = {},
   series       = {},
   pages        = {235--244},
   address      = {New York, NY, USA},
   month        = {},
   organization = {},
   publisher    = {ACM},
   note         = {}
}&lt;/pre&gt;</description>
<author>Matthew Flagg, James M. Rehg</author>
<pubDate>Mon, 17 Mar 2008 14:42:58 +0100</pubDate>
</item>

<item><title>Isophote Distance: A Shading Approach to Artistic Stroke Thickness</title>
<link>https://www.npcglib.org/paper.php?entryid=785</link>
<guid>https://www.npcglib.org/paper.php?entryid=785</guid>
<description>&lt;pre&gt;@inproceedings{Goodwin:2007:IDA,
   author       = {Todd Goodwin and Ian Vollick and Aaron Hertzmann},
   title        = {Isophote Distance: A Shading Approach to Artistic Stroke Thickness},
   doi          = {http://doi.acm.org/10.1145/1274871.1274880},
   abstract     = {This paper presents an approach for determining stroke thickness
                   in computer-generated illustrations of smooth surfaces. We assume
                   that dark strokes are drawn to approximate the dark regions of
                   the shaded surface. This assumption leads to a simple formula
                   for thickness of contours and suggestive contours; this formula
                   depends on depth, radial curvature, and light direction in a
                   manner that reproduces aspects of thickness observed in hand-made
                   drawings. These strokes convey local shape and depth relationships,
                   and produce appealing imagery. Our method is simple to implement,
                   provides temporally-coherent strokes, and runs at interactive
                   rates.},
   booktitle    = {NPAR &#039;07: Proceedings of the 5th international symposium on Non-photorealistic animation and rendering},
   year         = {2007},
   editor       = {},
   volume       = {},
   number       = {},
   series       = {},
   pages        = {53--62},
   address      = {New York, NY, USA},
   month        = {},
   organization = {},
   publisher    = {ACM},
   note         = {}
}&lt;/pre&gt;</description>
<author>Todd Goodwin, Ian Vollick, Aaron Hertzmann</author>
<pubDate>Sat, 08 Mar 2008 22:43:05 +0100</pubDate>
</item>

<item><title>Segmentation-Based 3D Artistic Rendering</title>
<link>https://www.npcglib.org/paper.php?entryid=710</link>
<guid>https://www.npcglib.org/paper.php?entryid=710</guid>
<description>&lt;pre&gt;@inproceedings{Kolliopoulos:2006:S3A,
   author       = {Alexander Kolliopoulos and Jack M. Wang and Aaron Hertzmann},
   title        = {Segmentation-Based 3D Artistic Rendering},
   doi          = {http://dx.doi.org/10.2312/EGWR/EGSR06/361-370},
   abstract     = {This paper introduces segmentation-based 3D non-photorealistic
                   rendering, in which 3D scenes are rendered as a collection of
                   2D image segments. Segments abstract out unnecessary detail and
                   provide a basis for defining new rendering styles. These segments
                   are computed by a spectral clustering algorithm that can incorporate
                   3D information, including depth, user-defined importance, and
                   object grouping information. Temporally coherent animation sequences
                   are created by biasing adjacent frames to have similar segmentations.
                   We describe algorithms for rendering segments in styles inspired
                   by a number of hand-painted images.},
   booktitle    = {Eurographics Symposium on Rendering (EGSR&#039;06)},
   year         = {2006},
   editor       = {},
   volume       = {},
   number       = {},
   series       = {},
   pages        = {361--370},
   address      = {},
   month        = {},
   organization = {},
   publisher    = {},
   note         = {}
}&lt;/pre&gt;</description>
<author>Alexander Kolliopoulos, Jack M. Wang, Aaron Hertzmann</author>
<pubDate>Tue, 04 Mar 2008 23:45:32 +0100</pubDate>
</item>

<item><title>Painterly Interfaces for Audiovisual Performance</title>
<link>https://www.npcglib.org/paper.php?entryid=784</link>
<guid>https://www.npcglib.org/paper.php?entryid=784</guid>
<description>&lt;pre&gt;@masterthesis{Levin:2000:PIF,
   author       = {Golan Levin},
   title        = {Painterly Interfaces for Audiovisual Performance},
   doi          = {},
   abstract     = {This thesis presents a new computer interface metaphor for the
                   real-time and simultaneous performance of dynamic imagery and
                   sound. This metaphor is based on the idea of an inexhaustible,
                   infinitely variable, time-based, audiovisual &quot;substance&quot; which
                   can be gesturally created, deposited, manipulated and deleted
                   in a free-form, non-diagrammatic image space. The interface metaphor
                   is exemplified by five interactive audiovisual synthesis systems
                   whose visual and aural dimensions are deeply plastic, commensurately
                   malleable, and tightly connected by perceptually-motivated mappings.
                   The principles, patterns and challenges which structured the
                   design of these five software systems are extracted and discussed,
                   after which the expressive capacities of the five systems are
                   compared and evaluated.},
   school       = {School of Architecture and Planning, Massachusetts Institute of Technology},
   year         = {2000},
   address      = {},
   month        = {August},
   note         = {}
}&lt;/pre&gt;</description>
<author>Golan Levin</author>
<pubDate>Tue, 04 Mar 2008 11:55:37 +0100</pubDate>
</item>

<item><title> Computational Photography</title>
<link>https://www.npcglib.org/paper.php?entryid=779</link>
<guid>https://www.npcglib.org/paper.php?entryid=779</guid>
<description>&lt;pre&gt;@article{Hayes:2008:CP,
   author       = {Brian Hayes},
   title        = { Computational Photography},
   doi          = {http://www.americanscientist.org/template/AssetDetail/assetid/56681},
   abstract     = {The digital camera has brought a revolutionary shift in the nature
                   of photography, sweeping aside more than 150 years of technology
                   based on the weird and wonderful photochemistry of silver halide
                   crystals. Curiously, though, the camera itself has come through
                   this transformation with remarkably little change. A digital
                   camera has a silicon sensor where the film used to go, and there&#039;s
                   a new display screen on the back, but the lens and shutter and
                   the rest of the optical system work just as they always have,
                   and so do most of the controls. The images that come out of the
                   camera also look much the same-at least until you examine them
                   microscopically.},
   journal      = {American Scientist},
   year         = {2008},
   volume       = {96},
   number       = {2},
   pages        = {},
   month        = {March-April},
   note         = {}
}&lt;/pre&gt;</description>
<author>Brian Hayes</author>
<pubDate>Mon, 03 Mar 2008 03:32:14 +0100</pubDate>
</item>

<item><title>Interactive Illustrative Rendering on Mobile Devices</title>
<link>https://www.npcglib.org/paper.php?entryid=783</link>
<guid>https://www.npcglib.org/paper.php?entryid=783</guid>
<description>&lt;pre&gt;@article{Huang:2007:IIR,
   author       = {Jingshu Huang and Brian Bue and Avin Pattath and David Ebert and Krystal M. Thomas},
   title        = {Interactive Illustrative Rendering on Mobile Devices},
   doi          = {http://dx.doi.org/10.1109/MCG.2007.63},
   abstract     = {Illustrative rendering is a widely used visualization technique
                   to display conceptual information, describe problems, and give
                   insight to solve them efficiently in science, engineering, and
                   the arts. Providing users with automated tools to generate illustrations
                   at will is a challenging problem. Adapting illustrative rendering
                   techniques from desktop platforms to mobile devices creates many
                   hardware and software issues. The authors discuss adaptations
                   of different illustration techniques for rendering 3D models
                   directly on mobile devices for education and training purposes.
                   The implementations of these illustration techniques address
                   the limitations widely encountered in low-end devices. An interactive
                   mobile graphical and textual rendering system with a toolkit
                   of different illustration modes has been implemented.},
   journal      = {IEEE Computer Graphics and Applications},
   year         = {2007},
   volume       = {27},
   number       = {3},
   pages        = {48--56},
   month        = {},
   note         = {}
}&lt;/pre&gt;</description>
<author>Jingshu Huang, Brian Bue, Avin Pattath, David Ebert, Krystal M. Thomas</author>
<pubDate>Mon, 03 Mar 2008 03:30:26 +0100</pubDate>
</item>
</channel></rss>