Non-Photorealistic Computer Graphics Library

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Found 10 item(s) authored by "John W. Buchanan" Find Author on Google.

Proceedings Comprehensive Halftoning of 3D Scenes
Oleg Veryovka, John W. Buchanan.
Skiggraph '99, 1999. [BibTeX]

Proceedings Computer-Generated Pencil Drawing
Mario Costa Sousa, John W. Buchanan.
Skiggraph '99, 1999. [BibTeX]

Proceedings Edge enhancement issues in halftoning
John W. Buchanan, Lisa M. Streit, Oleg Veryovka.
Graphics Interface (GI'98), pp. 209--216, 1998. [BibTeX]

Proceedings Halftoning with Image-Based Dither Screens
Oleg Veryovka, John W. Buchanan.
Graphics Interface (GI'99), 1999. [BibTeX]

Article Importance Driven Halftoning
Lisa M. Streit, John W. Buchanan.
Computer Graphics Forum (EG'98), Vol. 17, No. 3, 1998. [BibTeX]

Proceedings Non-photorealistic Rendering Using an Adaptive Halftoning Technique
Lisa M. Streit, Oleg Veryovka, John W. Buchanan.
Skiggraph '99, 1999. [BibTeX]

Proceedings Observational Model of Blenders and Erasers in Computer-Generated Pencil Rendering
Mario Costa Sousa, John W. Buchanan.
Proceedings of Graphics Interface (GI'99), pp. 157--166, 1999. [BibTeX]

Article Observational Models of Graphite Pencil Materials
Mario Costa Sousa, John W. Buchanan.
Computer Graphics Forum, Vol. 19, No. 1, pp. 27--49, March, 2000. [BibTeX]

Article Special Effects with Half-Toning
John W. Buchanan.
Computer Graphics Forum, Vol. 15, No. 3, pp. 97--108, 1996. [BibTeX]

Proceedings The edge buffer: A data structure for easy silhouette rendering

Author(s): John W. Buchanan, Mario Costa Sousa.
Proceedings: 1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 39--42, Annecy, France, June 05 - 07, 2000.
[BibTeX] Find this paper on Google

Abstract:
Cartoon rendering of 3d models relies heavily on accent lines to portray the important features of a model. In addition to this it has been shown that highlighting silhouette edges can significantly enhance the comprehension of technical images. In this paper we introduce the edge buffer. This data structure allows us to highlight silhouette edges, boundary, edges, and artist defined edges. This edge buffer is used a-priori to define which edges are to be rendered when visible. The edge buffer is also updated each time the object is rendered so that silhouette edges can be drawn. We discuss the difference between silhouette edges and boundary edges and show how the edge buffer allows both types of edges can be drawn. The use of the edge buffer only requires that a front/back computation be available and that the object being rendered be represented in a vertex/polygon representation.

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