Contact Determination for Real-time Haptic Interaction in 3D Modeling, Editing and Painting
Ming C. Lin, Arthur Gregory, Stephen Ehmann, Stephan Gottschalk, Russ Taylor.
Proceedings of 1999 Workshop for PhanTom User Group,
1999. [BibTeX]
Digital Facial Engraving
Victor Ostromoukhov.
SIGGRAPH 99,
1999. [BibTeX]
Halftoning with Image-Based Dither Screens
Oleg Veryovka, John W. Buchanan.
Graphics Interface (GI'99),
1999. [BibTeX]
Image Moment-Based Stroke Placement
Michio Shiraishi, Yasushi Yamaguchi.
Sketches and Applications, SIGGRAPH 99,
1999. [BibTeX]
Image Precision Silhouette Edges
Ramesh Raskar, Michael F. Cohen.
Symposium on Interactive 3D Graphics (I3D'99), pp. 135--140, Atlanta, Georgia, United States,
1999. [BibTeX]
Interactive Technical Illustration
Author(s): Bruce Gooch, Peter-Pike J. Sloan, Amy A. Gooch, Peter Shirley, Richard Riesenfeld.
Proceedings: 1999 ACM Symposium on Interactive 3D Graphics, pp. 31--38, April,
1999.
[BibTeX]
Abstract:
A rendering is an abstraction that favors, preserves, or even emphasizes
some qualities while sacrificing, suppressing, or omitting
other characteristics that are not the focus of attention. Most computer
graphics rendering activities have been concerned with photorealism,
i.e., trying to emulate an image that looks like a highquality
photograph. This laudable goal is useful and appropriate
in many applications, but not in technical illustration where elucidation
of structure and technical information is the preeminent
motivation. This calls for a different kind of abstraction in which
technical communication is central, but art and appearance are still
essential instruments toward this end. Work that has been done
on computer generated technical illustrations has focused on static
images, and has not included all of the techniques used to hand
draw technical illustrations. A paradigm for the display of technical
illustrations in a dynamic environment is presented. This display
environment includes all of the benefits of computer generated
technical illustrations, such as a clearer picture of shape, structure,
and material composition than traditional computer graphics methods.
It also includes the three-dimensional interactive strength of
modern display systems. This is accomplished by using new algorithms
for real time drawing of silhouette curves, algorithms which
solve a number of the problems inherent in previous methods. We
incorporate current non-photorealistic lighting methods, and augment
them with new shadowing algorithms based on accepted techniques
used by artists and studies carried out in human perception.
This paper, all of the images, and a mpeg video clip are available at
http://www.cs.utah.edu/~bgooch/ITI/.
Introduction to 3D Non-Photorealistic Rendering: Silhouettes and Outlines
Aaron Hertzmann.
SIGGRAPH 99, ACM Press, Course Notes,
1999. [BibTeX]
Manga and non-photorealistic rendering
Sugano Yoshinori.
ACM SIGGRAPH Computer Graphics, Vol. 33, No. 1, pp. 65--66, February,
1999. [BibTeX]
Multi-Color and Artistic Dithering
Victor Ostromoukhov, Roger D. Hersch.
Computer Graphics Proceedings, Annual Conference Series, pp. 425--432,
1999. [BibTeX]
Non-Photorealistic Animation
Cassidy J. Curtis.
SIGGRAPH 1999 Course 17, ACM Press,
1999. [BibTeX]