Real-time painting with an expressive virtual Chinese brush
Nelson Siu-Hang Chu, Chiew-Lan Tai.
IEEE Computer Graphics and Applications, Vol. 24, No. 5, pp. 76--85, Sept.-Oct.,
2004. [BibTeX]
Real-time Watercolor Painting on a Distributed Paper Model
Tom Van Laerhoven, Jori Liesenborgs, Frank Van Reeth.
Computer Graphics International (CGI'04), pp. 640--643, 16-19 Jun,
2004. [BibTeX]
Remote Line Rendering for Mobile Devices
Joachim Diepstraten, Martin Görke, Thomas Ertl.
Computer Graphics International (CGI'04),
2004. [BibTeX]
Rendering Complexity in Computer-Generated Pen-and-Ink Illustrations
Brett Wilson, Kwan-Liu Ma.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 129--137,
2004. [BibTeX]
Rendering Cracks in Batik
Brian Wyvill, M. Sheelagh T. Carpendale, Kees van Overveld.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 61--69,
2004. [BibTeX]
RYAN : Rendering your animation nonlinearly projected
Patrick Coleman, Karan Singh.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04),
2004. [BibTeX]
Seeing Between the Strokes
Tobias Isenberg, Roland Jesse, Oscar E. Meruvia Pastor, Thomas Strothotte.
Department of Computer Science, Otto-von-Guericke University of Magdeburg, No. Technical Report 11/2004, Germany,
2004. [BibTeX]
Shape and texture preserved non-photorealistic rendering
Haitao Wang, Jian J. Zhang, Stan Z. Li, Yangsheng Wang.
Computer Animation and Virtual Worlds, Vol. 15, pp. 453--461,
2004. [BibTeX]
Silhouette Rendering Based On Stability Measurement
John Brosz, Faramarz Samavati, Mario Costa Sousa.
Spring Conference of Computer Graphics 2004 (SCCG '04),
2004. [BibTeX]
Simulation of a 2D Glass Painting using Multi-Pass Non-Photorealistic Rendering Technique
Author(s): Priti Sehgal, P. S. Grover.
Proceedings: International Conference on Imaging Science Systems and Technology (CISST '04), pp. 279--288,
2004.
[BibTeX]
Abstract:
In this paper, we present findings of our research on non-photorealistic method for computer generated glass painting, widely used for decoration purposes. We have attempted to simulate a glass painting by using a multi-pass rendering technique. The simulation involves the creation of wrinked aluminium foil texture as the background, simulation of a glass surface, creation of procedural textures for generating glass colors and creation of raised thick black outlines. The outlines are created by two bump mapping techniques, their results are compared and a technique is proposed that can simulate thick, embossed outlines with a hand drawn appearance in optimized time. The specular effect is achieved by reflection mapping on per-pixel basis. Finally, the simulated results are compared with a photograph of hand made glass painting.