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]
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]
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]
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]
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]
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.
Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Eurographics Workshop on Rendering, pp. 1–4,
2002. [BibTeX]
Real-Time Stroke Textures
Bert Freudenberg.
Technical Sketch presented at SIGGRAPH 2001,
2001. [BibTeX]
Real-Time Stroke-Based Halftoning
Bert Freudenberg.
Otto-von-Guericke-Universität, Magdeburg,
2003. [BibTeX]
Subdivision for Line Drawings
Bert Freudenberg.
2001. [BibTeX]
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]