Non-Photorealistic Computer Graphics Library

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Found 9 item(s) authored by "Ramesh Raskar" .

Proceedings A Non-Photorealistic Camera: Detecting Silhouettes with Multi-flash
Ramesh Raskar, Jingyi Yu, Andrian Ilie.
SIGGRAPH 2003 Technical Sketch, Conference Abstracts and Applications, 2003. [BibTeX]

Proceedings Cartoon Dioramas in Motion
Ramesh Raskar, Remo Ziegler, Thomas Willwacher.
2nd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'02), Annecy, France, June 3-5, 2002. [BibTeX]

Proceedings Dynamic Shader Lamps: Painting on Movable Objects
Deepak Bandyopadhyay, Ramesh Raskar, Henry Fuchs.
IEEE and ACM International Symposium on Augmented Reality (ISAR'01), pp. 207--216, New York, 2001. [BibTeX]

Proceedings Hardware Support for Non-photorealistic Rendering
Ramesh Raskar.
Graphics Hardware, Los Angeles, CA, USA, August, 2001. [BibTeX]

Technical Report Harnessing Real-World Depth Edges with Multiflash Imaging
Kar-han Tan, Rogerio Feris, Matthew Turk, J. Kobler, Jingyi Yu, Ramesh Raskar.
MERL (Mitsubishi Electric Research Laboratories, No. TR2005-067, December, 2005. [BibTeX]

Proceedings Image Fusion for Context Enhancement and Video Surrealism
Ramesh Raskar, Andrian Ilie, Jingyi Yu.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), 2004. [BibTeX]

Proceedings Image Precision Silhouette Edges

Author(s): Ramesh Raskar, Michael F. Cohen.
Proceedings: Symposium on Interactive 3D Graphics (I3D'99), pp. 135--140, Atlanta, Georgia, United States, 1999.
[BibTeX] [DOI] Find this paper on Google

Abstract:
Finding and displaying silhouette edges is important in applications ranging from computer vision to nonphotorealistic rendering. To render visible silhouette edges of a polygonal object in a scene from a given viewpoint, we must first find all silhouette edges, i.e. boundaries between adjacent front facing and back-facing surfaces. This is followed by solving the partial visibility problem so that only those parts of silhouette edges, which are not occluded by interior of any front facing surface, are rendered. The scene may optionally be rendered with a lighting model. This paper describes a simple general-purpose method to combine all three operations for any scene composed of objects that can be scan-converted. Using a depth buffer, the rendering process computes the intersection of adjacent front facing and back-facing surfaces in image space at interactive rates. All operations are performed in image-precision and hence special care is taken for the limited numerical precision of the depth buffer. A solution is suggested using viewdependent modification of polygonal objects. The method does not require any preprocessing or adjacency information and hence is applicable for dynamic scenes.

Article Non-photorealistic Camera: Depth Edge Detection and Stylized Rendering using Multi-Flash Imaging
Ramesh Raskar, Kar-han Tan, Rogerio Feris, Jingyi Yu, Matthew Turk.
ACM Transactions on Graphics, Vol. 23, No. 3, pp. 679--688, 2004. [BibTeX]

Proceedings Shader Lamps: Animating Real Objects With Image-Based Illumination
Ramesh Raskar, Kok-Lim Low, Deepak Bandyopadhyay.
12th Eurographics Workshop on Rendering, 2001. [BibTeX]

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