Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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Proceedings Cartoon Textures
Christina de Juan, Bobby Bodenheimer.
ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Grenoble, France, August, 2004. [BibTeX]

Proceedings Coding of Stroke-Based Animations
Levente Kovács, Tamás Szirányi.
WSCG 2004 - POSTER proceedings, Plzen, Czech Republic, February, UNION Agency - Science Press, 2004. [BibTeX]

Proceedings Color for Black-and-White Cartoons
Daniel Sýkora, Jan Buriánek, Jiří Žára.
CVUT Workshop, pp. 184--185, Prague, Czech Republic, March, 2004. [BibTeX]

Proceedings Colored Pencil Filter with Custom Colors
Shigefumi Yamamoto, Xiaoyang Mao, Atsumi Imamiya.
12th Pacific Conference on Computer Graphics and Applications (PG'04), pp. 329--338, Seoul, Korea, October 06 - 08, 2004. [BibTeX]

Technical Report Creating High Quality Hatching Illustrations
Johannes Zander, Tobias Isenberg, Stefan Schlechtweg, Thomas Strothotte.
Department of Computer Science, Otto-von-Guericke University of Magdeburg, No. 12/2004, Germany, 2004. [BibTeX]

Article Creating Watercolor Style Images Taking Into Account Painting Techniques
Henry Johan, Hiroshi Hashimoto, Tomoyuki Nishita.
The Journal of the Society for Art and Science, Vol. 3, No. 4, pp. 207--215, 2004. [BibTeX]

Proceedings Density Measure for Line-Drawing Simplification
Stephane Grabli, Frédo Durand, François X. Sillion.
12th Pacific Conference on Computer Graphics and Applications (PG'04), pp. 309--318, Seoul, Korea, October 06 - 08, 2004. [BibTeX]

Proceedings Depicting Shape Features with Directional Strokes and Spotlighting
Mario Costa Sousa, Faramarz Samavati, Meru Brunn.
Computer Graphics International (CGI'04), 2004. [BibTeX]

Article Digital Cubism

Author(s): Andrew Glassner.
Article: IEEE Computer Graphics and Applications, Vol. 3, No. 24, pp. 82--90, 2004.
[BibTeX] Find this paper on Google

Abstract:
Where would computer graphics be without cameras? To make a synthetic picture with computer graphics, we usually imagine a camera of some sort, taking a picture of a scene. Such cameras range from the simplest pinhole camera to a sophisticated simulation of optics and shutters. Usually, though, our imaginary cameras are close analogs to the real thing. If we’re willing to move away from the idea of simulating a real camera, we can explore some interesting, alternative imaging models—such as digital Cubism. If we’re thoughtful, we’ll be able to harness possibilities for communicating ideas and story points in new and expressive ways. Let’s look at some basic camera models, then consider how we can extend them.

Proceedings Dihedral Escherization
Craig S. Kaplan, David H. Salesin.
Graphics Interface (GI'04), May, 2004. [BibTeX]

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