Non-Photorealistic Computer Graphics Library

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Found 4 item(s) authored by "Morgan McGuire" Find Author on Google.

Technical Report A Real-Time, Controllable Simulator for Plausible Smoke
Morgan McGuire.
Brown University, March, 2006. [BibTeX]

Proceedings Hardware-Determined Feature Edges
Morgan McGuire, John F. Hughes.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 35-147, 2004. [BibTeX]

Proceedings Real-Time Cartoon Rendering of Smoke

Author(s): Morgan McGuire, Andi Fein, Colin Hartnett.
Proceedings: SIGGRAPH 2004 Poster Session, Los Angeles, CA, 2004.
[BibTeX] Find this paper on Google

We render amorphous shapes like smoke, clouds, and fluids with two-tone shading, self-shadowing, and silhouettes, in the style of a cartoon. Our method operates directly on a particle system without ever forming a surface mesh. It renders only five polygons per particle and executes primarily on the GPU. It can be extended to isosurfaces and volume data sets, and has applications in games, animation, and visualization. Our implementation renders thousands of particles at 30 fps and never reads the frame buffer.

Proceedings Real-Time Rendering of Cartoon Smoke and Clouds
Morgan McGuire, Andi Fein.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 21--26, New York, NY, USA, June, ACM Press, 2006. [BibTeX]

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