Non-Photorealistic Computer Graphics Library

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Found 11 item(s) authored by "Bert Freudenberg" .
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Article A Developer's Guide to Silhouette Algorithms for Polygonal Models
Tobias Isenberg, Bert Freudenberg, Nick Halper, Stefan Schlechtweg, Thomas Strothotte.
IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 28--37, July/August, 2003. [BibTeX]

In Book Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media, 2004. [BibTeX]

Proceedings Non-Photorealistic Shading in an Educational Game Engine

Author(s): Bert Freudenberg, Maic Masuch.
Proceedings: Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, Snowbird, Utah, USA, June 1 - 4, 2002.
[BibTeX] Find this paper on Google

Abstract:
At the University of Magdeburg we use game programming as an on-going topic in practical courses for computer science students. The 3D game engine we use is ``educational'' in at least two senses:Firstly, it's used by students for their projects. Secondly, we used it for a virtual walk-through that was publicly shown in a museum exhibition, educating visitors about archaeology and architecture. One of the interesting questions to ask when using a piece of technology for teaching is if one should solely focus on the state of the art as it stands, or if one should encourage thinking outside of the box. While the former certainly is easier to accomplish, and necessary to lay the foundation for getting known to the field, we try to do the latter, too. In the context of gaming, we try to identify areas that are not yet widely explored by commercial games. One such area is the visual style of games. Presented at the SIGGRAPH and Eurographics Campfire. Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools. Snowbird, Utah, USA, June 1 - June 4, 2002.


Proceedings OPENNPAR: A System for Developing, Programming, and Designing Non-Photorealistic Animation and Rendering
Nick Halper, Tobias Isenberg, Felix Ritter, Bert Freudenberg, Oscar E. Meruvia Pastor, Stefan Schlechtweg, Thomas Strothotte.
11th Pacific Conference on Computer Graphics and Applications (PG'03), pp. 424, Canmore, Canada, 2003. [BibTeX]

Article Real-Time Animated Stippling
Oscar E. Meruvia Pastor, Bert Freudenberg, Thomas Strothotte.
IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 62-68, 2003. [BibTeX]

Proceedings Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Eurographics Workshop on Rendering, pp. 1–4, 2002. [BibTeX]

Misc Real-Time Stroke Textures
Bert Freudenberg.
Technical Sketch presented at SIGGRAPH 2001, 2001. [BibTeX]

PhD Thesis Real-Time Stroke-Based Halftoning
Bert Freudenberg.
Otto-von-Guericke-Universität, Magdeburg, 2003. [BibTeX]

Proceedings Subdivision for Line Drawings
Bert Freudenberg.
2001. [BibTeX]

Proceedings The Computer-Visualistik-Raum: veritable and inexpensive presentation of a virtual reconstruction
Bert Freudenberg, Maic Masuch, Niklas Röber, Thomas Strothotte.
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage (VAST '01), pp. 97--102, 2001. [BibTeX]

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