Non-Photorealistic Computer Graphics Library

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Found 13 item(s) authored by "John F. Hughes" .
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Proceedings A Suggestive Interface for 3D Drawing
Takeo Igarashi, John F. Hughes.
14th annual ACM symposium on User interface software and technology (UIST'01), pp. 173--181, Orlando, Florida, November 11-14, 2001. [BibTeX]

Proceedings An Interface for Sketching 3D Curves
Jonathan M. Cohen, Lee Markosian, Robert C. Zeleznik, John F. Hughes, Ronen Barzel.
Proceedings of the 1999 ACM Symposium on Interactive 3D Graphics, pp. 17--21, 1999. [BibTeX]

Proceedings Art-Based Rendering of Fur, Grass, and Trees
Michael A. Kowalski, Lee Markosian, J.D. Northrup, Lubomir D. Bourdev, Ronen Barzel, Loring S. Holden, John F. Hughes.
Proceedings of Siggraph 99, 1999. [BibTeX]

Proceedings Art-based Rendering with Continuous Levels of Detail
Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Loring S. Holden, J.D. Northrup, John F. Hughes.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 59--66, Annecy, France, June 05 - 07, 2000. [BibTeX]

Proceedings Hardware-Determined Feature Edges

Author(s): Morgan McGuire, John F. Hughes.
Proceedings: 3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 35-147, 2004.
[BibTeX] Find this paper on Google

Abstract:
Algorithms that detect silhouettes, creases, and other edge based features often perform per-edge and per-face mesh computations using global adjacency information. These are unsuitable for hardware-pipeline implementation, where programmability is at the vertex and pixel level and only local information is available. Card and Mitchell and Gooch have suggested that adjacency information could be packed into a vertex data structure; we describe the details of converting global/per-edge computations into local/per-vertex computations on a related ‘edge mesh.’ Using this trick, we describe a feature-edge detection algorithm that runs entirely in hardware, and show how to use it to create thick screen-space contours with end-caps that join adjacent thick line segments. The end-cap technique favors speed over quality and produces artifacts for some meshes. We present two parameterizations for mapping stroke textures onto these thick lines—a tessellation-independent screen space method that is better suited to still images, and an object space method better suited to animation. As additional applications, we show how to create fins for fur rendering and how to extrude contours in world-space to create the sides of a shadow volume directly on the GPU. The edge mesh is about nine times larger than the original mesh when stored at 16-bit precision and is constructed through a linear time pre-processing step. As long as topology remains fixed, the edge mesh can be animated as if it were a vertex mesh.

Proceedings Harold: A World Made of Drawings
Jonathan M. Cohen, John F. Hughes, Robert C. Zeleznik.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 83--90, Annecy, France, June 05 - 07, 2000. [BibTeX]

Proceedings Multiperspective Panoramas for Cel Animation
Daniel Wood, Adam Finkelstein, Craig E. Thayer, John F. Hughes, David H. Salesin.
SIGGRAPH '97, pp. 243--250, Aug, 1997. [BibTeX]

Proceedings Orientable Textures for Image-Based Pen-and-Ink Illustration
Michael P. Salisbury, Michael Wong, John F. Hughes, David H. Salesin.
SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques, pp. 401--406, New York, NY, USA, ACM Press/Addison-Wesley Publishing Co., 1997. [BibTeX]

Proceedings Rapid Approximate Silhouette Rendering of Implicit Surfaces
David J. Bremer, John F. Hughes.
Proceedings of Implicit Surfaces '98, pp. 155--164, June, 1998. [BibTeX]

Proceedings Real-Time Nonphotorealistic Rendering
Lee Markosian, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev, Daniel Goldstein, John F. Hughes.
ACM Siggraph 97, Annual Conference Series 1997, pp. 415--420, August, 1997. [BibTeX]

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