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
Bert Freudenberg.
Technical Sketch presented at SIGGRAPH 2001, 2001. [BibTeX]

PhD Thesis Real-Time Stroke-Based Halftoning

Author(s): Bert Freudenberg.
PhD Thesis: Otto-von-Guericke-Universität, Magdeburg, 2003.
[BibTeX] Find this paper on Google

Abstract:
This work deals with the non-photorealistic rendering of geometric models. We pursue an approach that combines the expressiveness of stroke-based rendering and the efficiency of halftoning to create a new genre of real-time rendering methods that are applicable to interactive applications such as computer games. Like in traditional halftoning, we create images with black color on a white background. Since strokes are used for shading, we refer to the ensuing methods as stroke-based halftoning. To display strokes for this purpose, we introduce explicit and implicit rendering techniques specifically designed to be accelerated by modern graphics hardware. Explicit techniques determine the geometric extent of strokes before rendering them using vertex programs, while the implicit approaches are based on textures that latently contain stroke information which is revealed in the rendering process. Because outline strokes are important to the visual style created by stroke-based halftoning, methods to render these outlines are developed. Again, both explicit and implicit techniques are introduced. The usability of the new rendering approach is examined in case studies from the fields of archaeological visualization and non-photorealistic game rendering.

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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