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
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

Author(s): Bert Freudenberg.
Misc: Technical Sketch presented at SIGGRAPH 2001, 2001.
[BibTeX] Find this paper on Google

Abstract:
Shading in line drawings is expressed by varying the stroke width or density of strokes covering an object's surface. In their pioneering work, Winkenbach and Salesin introduced the concept of "prioritized stroke textures" to the emerging field of non-photorealistic rendering1. Despite the advances in processing power in the years since then, the sheer number of lines to draw prevents this method from running in real-time. A real-time approach for hatching was presented by Lake et al.2, which chooses from a set of textures based on the brightness at vertices, subdividing polygons if necessary. However, the method is very CPU-heavy and requires many polygons.


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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