Non-Photorealistic Computer Graphics Library

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Found 62 item(s) authored in "2006".
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Proceedings Color Sketch Generation
Fang Wen, Qing Luan, Lin Liang, Ying-Qing Xu, Heung-Yeung Shum.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 47--54, New York, NY, USA, ACM Press, 2006. [BibTeX]

Proceedings Comics-Like Motion Depiction from Stereo
Danijela Markovic, Margrit Gelautz.
14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG'06), pp. 155--160, 2006. [BibTeX]

Article Computer Graphics Advances the Art of Anime
Jan Krikke.
IEEE Computer Graphics and Applications, Vol. 26, No. 3, pp. 14--19, May/June, 2006. [BibTeX]

Proceedings Empathic Painting: Interactive stylization through observed emotional state
Maria Shugrina, Margrit Betke, John P. Collomosse.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 87--96, New York, NY, USA, June, ACM Press, 2006. [BibTeX]

Proceedings Enhancing Slice-based Visualizations of Medical Volume Data
Christian Tietjen, Björn Meyer, Stefan Schlechtweg, Bernhard Preim, Ilka Hertel, Gero Strauß.
IEEE/Eurographics Symposium on Visualization (EUROVIS'06), pp. 123-130, IEEE, 2006. [BibTeX]

Article Exaggerated Shading for Depicting Shape and Detail
Szymon Rusinkiewicz, Michael Burns, Doug DeCarlo.
ACM Transactions on Graphics (Proc. SIGGRAPH'06), Vol. 25, No. 3, pp. 1199--1205, July, 2006. [BibTeX]

Article Example based painting generation
Yan-wen Guo, Jin-hui Yu, Xiao-dong Xu, Jin Wang, Qun-sheng Peng.
Journal of Zhejiang University - Science A, Vol. 7, No. 7, pp. 1152--1159, July, 2006. [BibTeX]

Proceedings Expressive and Dynamic Deformation of Animated Computer-Generated Characters

Author(s): Paul Noble, Wen Tang.
Proceedings: Theory and Practice of Computer Graphics 2006, pp. 211--217, 2006.
[BibTeX] [DOI] Find this paper on Google

Abstract:
Physically-based character animation systems often require complex knowledge of the underlying equations of motion. Hence, producing physically-realistic animations can be time consuming with these systems. In this paper, we present an approach that automatically searches for kinematics solutions for virtual characters. Characters learn their locomotion by evolving body kinematics. We designed two different control architectures for the character’s learning process with predefined motion data sets and a feedback system. The first system is based on a layer of genetic algorithms (GA) and the second is based on a Reinforcement Learning (RL) approach. Animation systems based on these control architectures require little knowledge of the physics equations of motions, but can generate physically-feasible motions in real-time through observations of available motion data sets, such as previous animations or motion capture data. This animation approach allows animators to construct easily realistic body kinematics motion for computer game characters. Embedded with simulated musculature of human body, the system also has applications in sports and physiotherapy for motion visualization. The test data also demonstrates the advantages and drawbacks of the two types of control methods.

PhD Thesis Fast Techniques for Non Photorealistic Rendering
G. Di Blasi.
University of Catania, Italy, 2006. [BibTeX]

Proceedings Felt-Based Rendering
Peter O'Donovan, David Mould.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 55--62, New York, NY, USA, ACM Press, 2006. [BibTeX]

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