<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><title>NPCGLib</title><link>https://www.npcglib.org</link><description>Non-photorealistic computer graphics resources.</description><language>en-us</language><copyright>Copyright 2010, NPCGLib</copyright><managingEditor>stathis@npcglib.org</managingEditor><lastBuildDate>Fri, 26 Feb 2010 12:31:17 +0100</lastBuildDate><docs>http://blogs.law.harvard.edu/tech/rss</docs><ttl>600</ttl>
<item><title>Painterly animation using motion maps</title>
<link>https://www.npcglib.org/paper.php?entryid=828</link>
<guid>https://www.npcglib.org/paper.php?entryid=828</guid>
<description>Starting from an input video, we replicate the manual technique of paint-on-glass animation. Motion maps are used to represent the regions where changes occur between frames. Edges are the key to identifying frame-to-frame changes, and a strong motion map is constructed from the edges in each frame, displaced by the motion vector. A second, weak motion map records the other pixels where there i...</description>
<author>Young Sup Park, Kyung Hyun Yoon</author>
<pubDate>Fri, 26 Feb 2010 12:17:27 +0100</pubDate>
</item>

<item><title>Efficient lip-synch tool for 3D cartoon animation</title>
<link>https://www.npcglib.org/paper.php?entryid=836</link>
<guid>https://www.npcglib.org/paper.php?entryid=836</guid>
<description>We propose a set of algorithms to efficiently make speech animation for 3D cartoon characters. Our prototype system is based on blendshapes, a linear interpolation technique, which is widely used in facial animation practice. In our system, a few base target shapes of the character, prerecorded voice, and its transcription are required as input. We describe a simple technique that amplifies the...</description>
<author>Shin-ichi Kawamoto, Tatsuo Yotsukura, Ken Anjyo, Satoshi Nakamura</author>
<pubDate>Wed, 24 Feb 2010 19:48:21 +0100</pubDate>
</item>

<item><title>Perspective-aware cartoon clips synthesis</title>
<link>https://www.npcglib.org/paper.php?entryid=837</link>
<guid>https://www.npcglib.org/paper.php?entryid=837</guid>
<description>In this paper we propose an approach, which allows the users to synthesize cartoon clips according to the perspective of the background image. In order to construct the cartoons smoothly, the character&#039;s edge distance and motion direction distance are demonstrated to be the factors affecting the human perception in similarity evaluation, and utilized in cartoon clips synthesis. When applying th...</description>
<author>Yueting Zhuang, Jun Yu, Jun Xiao, Cheng Chen</author>
<pubDate>Wed, 24 Feb 2010 19:47:13 +0100</pubDate>
</item>

<item><title>N-way morphing for 2D animation</title>
<link>https://www.npcglib.org/paper.php?entryid=835</link>
<guid>https://www.npcglib.org/paper.php?entryid=835</guid>
<description>We present a novel approach to the creation of varied animations from a small set of simple 2D input shapes. Instead of providing a new 2D shape for each keyframe of an animation sequence, we interpolate between a few example shapes in a reduced pose-space. Similar approaches have been presented in the past, but were restricted in the types of input or range of deformations allowed. In order to...</description>
<author>William Baxter, Pascal Barla, Ken Anjyo</author>
<pubDate>Wed, 24 Feb 2010 19:30:59 +0100</pubDate>
</item>

<item><title>Interactive shadowing for 2D Anime</title>
<link>https://www.npcglib.org/paper.php?entryid=834</link>
<guid>https://www.npcglib.org/paper.php?entryid=834</guid>
<description>In this paper, we propose an instant shadow generation technique for 2D animation, especially Japanese Anime. In traditional 2D Anime production, the entire animation including shadows is drawn by hand so that it takes long time to complete. Shadows play an important role in the creation of symbolic visual effects. However shadows are not always drawn due to time constraints and lack of animato...</description>
<author>Eiji Sugisaki, Hock Soon Seah, Feng Tian, Shigeo Morishima</author>
<pubDate>Wed, 24 Feb 2010 19:24:37 +0100</pubDate>
</item>

<item><title>Ray Tracing NPR-Style Feature Lines</title>
<link>https://www.npcglib.org/paper.php?entryid=833</link>
<guid>https://www.npcglib.org/paper.php?entryid=833</guid>
<description>We present an algorithm for rendering high-quality line primitives of controllable on-screen width within a ray tracing framework, which can render simple NPR-style feature lines, including silhouette edges, crease lines, and primitive intersection lines. The algorithm is based on a variant of cone tracing, which measures distances in screen space and is used to detect and render feature lines....</description>
<author>A.N.M. Imroz Choudhury, Steven G. Parker</author>
<pubDate>Tue, 23 Feb 2010 16:47:36 +0100</pubDate>
</item>

<item><title>Where Do People Draw Lines?</title>
<link>https://www.npcglib.org/paper.php?entryid=829</link>
<guid>https://www.npcglib.org/paper.php?entryid=829</guid>
<description>This paper presents the results of a study in which artists made line drawings intended to convey specific 3D shapes. The study was designed so that drawings could be registered with rendered images of 3D models, supporting an analysis of how well the locations of the artists&#039; lines correlate with other artists&#039;, with current computer graphics line definitions, and with the underlying different...</description>
<author>Forrester Cole, Aleksey Golovinskiy, Alex Limpaecher, Heather Stoddart Barros, Adam Finkelstein, Thomas A. Funkhouser, Szymon Rusinkiewicz</author>
<pubDate>Tue, 15 Dec 2009 15:59:21 +0100</pubDate>
</item>

<item><title>Where Do People Draw Lines?</title>
<link>https://www.npcglib.org/paper.php?entryid=831</link>
<guid>https://www.npcglib.org/paper.php?entryid=831</guid>
<description>This paper presents the results of a study in which artists made line drawings intended to convey specific 3D shapes. The study was designed so that drawings could be registered with rendered images of 3D models, supporting an analysis of how well the locations of the artists&#039; lines correlate with other artists&#039;, with current computer graphics line definitions, and with the underlying different...</description>
<author>Forrester Cole, Aleksey Golovinskiy, Alex Limpaecher, Heather Stoddart Barros, Adam Finkelstein, Thomas A. Funkhouser, Szymon Rusinkiewicz</author>
<pubDate>Tue, 15 Dec 2009 15:58:45 +0100</pubDate>
</item>

<item><title>Influencing User Attention Using Real-Time Stylised Rendering</title>
<link>https://www.npcglib.org/paper.php?entryid=830</link>
<guid>https://www.npcglib.org/paper.php?entryid=830</guid>
<description>In this paper, we present a series of experiments that were conducted to further understand how using adaptive levels of artistic abstraction within an interactive 3D scene can influence user gaze behaviour. We found that when an object was placed in the center of stylised focus, users took significantly less time to complete a search and recognition task in comparison to normal renderings or w...</description>
<author>Niall Redmond, John Dingliana</author>
<pubDate>Sun, 06 Dec 2009 03:43:26 +0100</pubDate>
</item>

<item><title>Painting with polygons: non-photorealistic rendering using existing tools</title>
<link>https://www.npcglib.org/paper.php?entryid=827</link>
<guid>https://www.npcglib.org/paper.php?entryid=827</guid>
<description>Most non-photorealistic-rendering solutions tend to involve brilliant but unwieldy new technologies, such as volume-based rendering engines or complex image analysis. Similar results can often be achieved using simpler methods and non-proprietary toolsets, even toolsets designed with other effects in mind. Our studio has been experimenting with ways to achieve a hand-painted look with basic too...</description>
<author>Isaac Botkin</author>
<pubDate>Mon, 07 Sep 2009 21:29:10 +0100</pubDate>
</item>
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