Non-Photorealistic Computer Graphics Library

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Found 5 item(s) authored by "Holger Winnemöller" .

Article Geometric Approximations Towards Free Specular Comic Shading
Holger Winnemöller, Shaun Bangay.
Computer Graphics Forum (EG'02), 2002. [BibTeX]

Master Thesis Implementing Non-photorealistic Rendering Enhancements with Real-Time Performance
Holger Winnemöller.
Computer Science Department, Rhodes University, February, 2002. [BibTeX]

PhD Thesis Perceptually-motivated Non-Photorealistic Graphics
Holger Winnemöller.
Northwestern University, Evanston, Illinois, U.S.A., 2006. [BibTeX]

Article Real-Time Video Abstraction
Holger Winnemöller, Sven C. Olsen, Bruce Gooch.
ACM Transactions on Graphics (Proc. of SIGGRAPH'06), Vol. 25, No. 3, pp. 1221--1226, July, 2006. [BibTeX]

Proceedings Rendering optimisations for stylised sketching

Author(s): Holger Winnemöller, Shaun Bangay.
Proceedings: 2nd International Conference on Computer Graphics, Virtual Reality and Visualisation in Africa (AFRIGRAPH'03), pp. 117--122, Cape Town, South Africa, 2003.
[BibTeX] [DOI] Find this paper on Google

Abstract:
We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.

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