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
Bert Freudenberg, Maic Masuch.
Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, Snowbird, Utah, USA, June 1 - 4, 2002. [BibTeX]

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

Author(s): Oscar E. Meruvia Pastor, Bert Freudenberg, Thomas Strothotte.
Article: IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 62-68, 2003.
[BibTeX] Find this paper on Google

Abstract:
Stippling is an artistic rendering technique where shading and texture is given by placing points or stipples on the canvas until the desired darkness is achieved. Computergenerated stippling has focused on producing high quality 2D renditions for print media, while stippling of 3D models in animations has received little attention. After describing current advances in stippling for print media and real-time rendering, we present an approach to produce animations of 3D models using stippling as a rendering style. In our approach, we ensure frameto- frame coherence as the model moves and shading changes over time, by attaching stipple particles to the surface of the model. We present a point hierarchy, used to control the stipple density during rendering, and solutions for rendering animated and static models using conventional and vertex-programmable graphics hardware.

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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