Non-Photorealistic Computer Graphics Library

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Found 37 item(s) authored in "1999".
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Proceedings 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]

Proceedings Digital Facial Engraving
Victor Ostromoukhov.
SIGGRAPH 99, 1999. [BibTeX]

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

Proceedings Image Moment-Based Stroke Placement
Michio Shiraishi, Yasushi Yamaguchi.
Sketches and Applications, SIGGRAPH 99, 1999. [BibTeX]

Proceedings 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]

Proceedings Interactive Technical Illustration
Bruce Gooch, Peter-Pike J. Sloan, Amy A. Gooch, Peter Shirley, Richard Riesenfeld.
1999 ACM Symposium on Interactive 3D Graphics, pp. 31--38, April, 1999. [BibTeX]

In Collection Introduction to 3D Non-Photorealistic Rendering: Silhouettes and Outlines
Aaron Hertzmann.
SIGGRAPH 99, ACM Press, Course Notes, 1999. [BibTeX]

Proceedings Manga and non-photorealistic rendering
Sugano Yoshinori.
ACM SIGGRAPH Computer Graphics, Vol. 33, No. 1, pp. 65--66, February, 1999. [BibTeX]

Proceedings Multi-Color and Artistic Dithering
Victor Ostromoukhov, Roger D. Hersch.
Computer Graphics Proceedings, Annual Conference Series, pp. 425--432, 1999. [BibTeX]

In Collection Non-Photorealistic Animation

Author(s): Cassidy J. Curtis.
In Collection: SIGGRAPH 1999 Course 17, ACM Press, 1999.
[BibTeX] Find this paper on Google

Abstract:
A practical explanation of how to approach an animation production that calls for non-photorealistic imaging (NPI). To make things concrete, we will walk through the different key stages of NPI-based character animation, using some of the author's own projects as examples. The focus will be on the ways in which NPI requires alterations to the now-standard "traditional pipeline" for CG animation.


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