Non-Photorealistic Computer Graphics Library

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Found 11 item(s) authored by "Maic Masuch" .
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Proceedings 3D Illustrative Effects for Animating Line Drawings
Tobias Isenberg, Maic Masuch, Thomas Strothotte.
Proceedings of the IEEE International Conference on Information Visualisation, pp. 413--418, London, England, July 19-21, 2000. [BibTeX]

Proceedings Animating Frame-To-Frame-Coherent Line Drawings for Illustrated Purposes
Maic Masuch, Lars Schumann, Stefan Schlechtweg.
Proceedings of Simulation und Visualisierung '98, SCS Europe, Peter Lorenz, Bernhard Preim, pp. 101-112, 1998. [BibTeX]

Proceedings daLi! - Drawing Animated Lines!
Maic Masuch, Stefan Schlechtweg, Bert Schönwälder.
Simulation and Animation '97, pp. 87--95, SCS Europe, Magdeburg, 1997. [BibTeX]

In Book Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media, 2004. [BibTeX]

Proceedings Non-Photorealistic Shading in an Educational Game Engine

Author(s): Bert Freudenberg, Maic Masuch.
Proceedings: Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools, Snowbird, Utah, USA, June 1 - 4, 2002.
[BibTeX] Find this paper on Google

At the University of Magdeburg we use game programming as an on-going topic in practical courses for computer science students. The 3D game engine we use is ``educational'' in at least two senses:Firstly, it's used by students for their projects. Secondly, we used it for a virtual walk-through that was publicly shown in a museum exhibition, educating visitors about archaeology and architecture. One of the interesting questions to ask when using a piece of technology for teaching is if one should solely focus on the state of the art as it stands, or if one should encourage thinking outside of the box. While the former certainly is easier to accomplish, and necessary to lay the foundation for getting known to the field, we try to do the latter, too. In the context of gaming, we try to identify areas that are not yet widely explored by commercial games. One such area is the visual style of games. Presented at the SIGGRAPH and Eurographics Campfire. Production Process of 3D Computer Graphics Applications - Structures, Roles and Tools. Snowbird, Utah, USA, June 1 - June 4, 2002.

Proceedings Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Eurographics Workshop on Rendering, pp. 1–4, 2002. [BibTeX]

Proceedings Speedlines - Depicting Motion in Motionless Pictures
Maic Masuch, Stefan Schlechtweg.
Siggraph 1999, 8-13 August 1999, Los Angeles, 1999. [BibTeX]

Proceedings The Computer-Visualistik-Raum: veritable and inexpensive presentation of a virtual reconstruction
Bert Freudenberg, Maic Masuch, Niklas Röber, Thomas Strothotte.
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage (VAST '01), pp. 97--102, 2001. [BibTeX]

Proceedings Visualising Ancient Architecture using Animated Line Drawings
Maic Masuch, Thomas Strothotte.
Proceedings of the International Conference on Information Visualisation '98, IEEE Computer Society Press, 1998. [BibTeX]

Proceedings Visualizing Knowledge about Virtual Reconstructions of Ancient Architecture
Thomas Strothotte, Maic Masuch, Tobias Isenberg.
Computer Graphics International (CGI'99), pp. 36--43, Canmore, Alberta, Canada, 1999. [BibTeX]

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