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
Oscar E. Meruvia Pastor, Bert Freudenberg, Thomas Strothotte.
IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 62-68,
2003. [BibTeX]
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
Author(s): Bert Freudenberg.
PhD Thesis: Otto-von-Guericke-Universität, Magdeburg,
2003.
[BibTeX]
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.
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]