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
Tobias Isenberg.
University of Magdeburg, Germany, 2004. [BibTeX]

Proceedings Cartoon Rendering of Smoke Animations

Author(s): Andrew Selle, Alex Mohr, Stephen Chenney.
Proceedings: 3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), 2004.
[BibTeX] Find this paper on Google

We describe a technique for generating cartoon style animations of smoke. Our method takes the output of a physically-based simulator and uses it to drive particles that are rendered using a variant of the depth differences technique (originally used for rendering trees). Specific issues we address include the placement and evolution of primitives in the flow and the maintenance of temporal coherence. The results are visually simple, flicker-free animations that convey the turbulent, dynamic nature of the gas with simple outlines.

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