A viscous paint model for interactive applications
William Baxter, Yuanxin Liu, Ming C. Lin.
Computer Animation and Virtual Worlds, Vol. 15, No. 3-4, pp. 433--441, July,
2004. [BibTeX]
Adaptive Brush Stroke Generation for Painterly Rendering
Young Sup Park, Kyung Hyun Yoon.
Eurographics 2004 - Short Presentations, pp. 65--68, August,
2004. [BibTeX]
Approaches to Interactive Art Systems
Ernest Edmonds, Greg Turner, Linda Candy.
GRAPHITE '04, pp. 113--117,
2004. [BibTeX]
Artistic Mosaic Generation
Xuelong Li, Yuan Yuan.
Third International Conference on Image and Graphics (ICIG'04), pp. 528--531, December,
2004. [BibTeX]
Artistically Based Computer Generation of Expressive Motion
Michael Neff, Eugene L. Fiume.
AISB 2004 Symposium on Language, Speech and Gesture for Expressive Characters, pp. 29--39,
2004. [BibTeX]
Automatic generation of pen-and-ink drawings from photos
Jiatao Song, Zheru Chi, Jilin Liu, Hong Fu.
International Conference on Image Processing (ICIP04), pp. 1185-1188, Singapore,
2004. [BibTeX]
Between Photo-realism and Non-Photorealistic Rednering - Modeling Urban Areas for Real Time VR
Günter Pomaska.
International Workshop on Vision Techniques applied to the Rehabilitation of City Centres, October,
2004. [BibTeX]
Blueprints: illustrating architecture and technical parts using hardware-accelerated non-photorealistic rendering
Author(s): Marc Nienhaus, Jürgen Döllner.
Proceedings: Graphics Interface (GI'04), pp. 49--56, Canadian Human-Computer Communications Society,
2004.
[BibTeX]
Abstract:
Outlining and enhancing visible and occluded features in drafts of architecture and technical parts are essential techniques to visualize complex aggregated objects and to illustrate position, layout, and relations of their components.In this paper, we present blueprints, a novel non-photorealistic hardware-accelerated rendering technique that outlines visible and non-visible perceptually important edges of 3D objects. Our technique is based on the edge map algorithm and the depth peeling technique to extract these edges from arbitrary 3D scene geometry in depth-sorted order. After edge maps have been generated, they are composed in image space using depth sprites, which allow us to combine blueprints with further 3D scene contents. We introduce depth masking to dynamically adapt the number of rendering passes for highlighting and illustrating features of particular importance and their relation to the entire assembly. Finally, we give an example of blueprints that visualize and illustrate ancient architecture in the scope of cultural heritage.
Capturing the Essence of Shape of Polygonal Meshes
Tobias Isenberg.
University of Magdeburg, Germany,
2004. [BibTeX]
Cartoon Rendering of Smoke Animations
Andrew Selle, Alex Mohr, Stephen Chenney.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04),
2004. [BibTeX]