Non-Photorealistic Computer Graphics Library

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Found 6 item(s) authored by "Feng Tian" Find Author on Google.

Proceedings Computer-Assisted Auto Coloring By Region Matching
Jie Qiu, Hock Soon Seah, Feng Tian, Quan Chen, Konstantin Melikhov.
11th Pacific Conference on Computer Graphics and Applications (PG'03), pp. 175--184, October, 2003. [BibTeX]

Proceedings Computer-Assisted Cel Animation: Post-processing After Inbetweening
Ji Lu, Hock Soon Seah, Feng Tian.
GRAPHITE '03: Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia, pp. 13--20, New York, NY, USA, ACM Press, 2003. [BibTeX]

Article Feature- and region-based auto painting for 2D animation
Jie Qiu, Hock Soon Seah, Feng Tian, Zhongke Wu, Quan Chen.
The Visual Computer, Vol. 21, No. 11, pp. 928--944, October, 2005. [BibTeX]

Proceedings Frame Skeleton Based Auto-Inbetweening in Computer Assisted Cel Animation
Konstantin Melikhov, Feng Tian, Hock Soon Seah, Quan Chen, Jie Qiu.
International Conference on Cyberworlds (CW'04), pp. 216--223, November, 2004. [BibTeX]

Article Interactive shadowing for 2D Anime
Eiji Sugisaki, Hock Soon Seah, Feng Tian, Shigeo Morishima.
Computer Animation and Virtual Worlds, Vol. 20, No. 2-3, pp. 395--404, 2009. [BibTeX]

Proceedings More Optimal Strokes for NPR Sketching

Author(s): John Peter Lewis, Nickson Fong, Xie XueXiang, Hock Soon Seah, Feng Tian.
Proceedings: 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE'05), pp. 47--50, Dunedin, New Zealand, 2005.
[BibTeX] [DOI] Find this paper on Google

Abstract:
Sketching is a drawing style where approximations and successive refinement in the drawing process are evident. The approximation of contours in sketching involves multiple overlapping strokes that are relatively long in regions of low curvature and shorter in high-curvature areas, yet unimportant high-curvature details are omitted in the initial stages of a sketch. Rendering contours with a single long stroke does not capture the feel of a sketch, and a simple strategy of breaking strokes at curvature maxima is easily confused by unimportant details and noise. We address the contour breaking problem for sketching by clustering samples of the contour based on proximity and orientation, making use of a global clustering algorithm (normalized cuts). The strokes generated by this approach qualitatively resemble those produced by real artists, and the successive approximation effect seen in sketching can be simulated by employing our approach at a succession of scales (increasing the number of clusters).

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