Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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Article 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]

Proceedings Adaptive Brush Stroke Generation for Painterly Rendering
Young Sup Park, Kyung Hyun Yoon.
Eurographics 2004 - Short Presentations, pp. 65--68, August, 2004. [BibTeX]

Proceedings Approaches to Interactive Art Systems
Ernest Edmonds, Greg Turner, Linda Candy.
GRAPHITE '04, pp. 113--117, 2004. [BibTeX]

Proceedings Artistic Mosaic Generation
Xuelong Li, Yuan Yuan.
Third International Conference on Image and Graphics (ICIG'04), pp. 528--531, December, 2004. [BibTeX]

Proceedings 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]

Proceedings 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]

Proceedings 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]

Proceedings Blueprints: illustrating architecture and technical parts using hardware-accelerated non-photorealistic rendering
Marc Nienhaus, Jürgen Döllner.
Graphics Interface (GI'04), pp. 49--56, Canadian Human-Computer Communications Society, 2004. [BibTeX]

PhD Thesis Capturing the Essence of Shape of Polygonal Meshes

Author(s): Tobias Isenberg.
PhD Thesis: University of Magdeburg, Germany, 2004.
[BibTeX] Find this paper on Google

Abstract:
Geometric models are the basis of computer graphics. Due to the growing computing power and hardware support more and increasingly complex models are created. In order to efficiently store, evaluate, manipulate, and match these, it is necessary to capture and extract the essence of shape. In particular for polygonal models, a concept is developed that allows adaptation of the notion of importance to the specific application without changing the extraction algorithm itself. For the use with this concept, a variety of criteria are described and conceived that capture what commonly is considered to be important in a polygonal mesh. In addition, an algorithm is developed within the concept that allows extraction of external skeletons as one aspect of essence of shape. Moreover, it is demonstrated that the concept also covers different notions of shape such as silhouettes. Since these have different application-specific requirements, a different algorithm is presented for fulfilling them. Finally, the methods that were presented are discussed with respect to potential application areas and a number of examples are shown.

Proceedings Cartoon Rendering of Smoke Animations
Andrew Selle, Alex Mohr, Stephen Chenney.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), 2004. [BibTeX]

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