Non-Photorealistic Computer Graphics Library

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Found 41 item(s) authored in "2000".
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Proceedings SATIN: A Toolkit for Informal Ink-based Applications
Jason I. Hong, James A. Landay.
ACM Symposium on User Interface Software and Technology, CHI Letters, Vol. 2, No. 2, pp. 63--72, 2000. [BibTeX]

PhD Thesis Seeing Structure: Using Knowledge to Reconstruct and Illustrate Anatomy
Kevin P. Hinshaw.
University of Washington, 2000. [BibTeX]

Proceedings Shadows for Cel Animation
Lena Petrovic, Brian Fujito, Lance Williams, Adam Finkelstein.
Proceedings of SIGGRAPH, Kurt Akeley, pp. 511--516, July, ACM Press / ACM SIGGRAPH / Addison Wesley Longman, 2000. [BibTeX]

Proceedings Silhouette Clipping
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John Snyder.
Proceedings of SIGGRAPH 2000, Kurt Akeley, pp. 327--334, July, ACM Press / ACM SIGGRAPH / Addison Wesley Longman, 2000. [BibTeX]

Proceedings Stylized Rendering Techniques For Scalable Real-Time 3D Animation
Adam Lake, Carl Marshall, Mark Harris, Marc Blackstein.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 13--20, Annecy, France, June 05 - 07, 2000. [BibTeX]

Master Thesis Systems for Sketching in 3D
Jonathan M. Cohen.
Brown University, May, 2000. [BibTeX]

Proceedings Teaching Non-Photorealistic Animation and Rendering
Thomas Strothotte, Stefan Schlechtweg.
1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 109, Annecy, France, June 05 - 07, 2000. [BibTeX]

Proceedings Techniques for Interactive Video Cubism
Sidney Fels, Eric Lee, Kenji Mase.
ACM Multimedia 2000 Proceedings, pp. 368--370, October, 2000. [BibTeX]

Proceedings The edge buffer: A data structure for easy silhouette rendering

Author(s): John W. Buchanan, Mario Costa Sousa.
Proceedings: 1st International Symposium on Non-Photorealistic Animation and Rendering (NPAR'00), pp. 39--42, Annecy, France, June 05 - 07, 2000.
[BibTeX] Find this paper on Google

Abstract:
Cartoon rendering of 3d models relies heavily on accent lines to portray the important features of a model. In addition to this it has been shown that highlighting silhouette edges can significantly enhance the comprehension of technical images. In this paper we introduce the edge buffer. This data structure allows us to highlight silhouette edges, boundary, edges, and artist defined edges. This edge buffer is used a-priori to define which edges are to be rendered when visible. The edge buffer is also updated each time the object is rendered so that silhouette edges can be drawn. We discuss the difference between silhouette edges and boundary edges and show how the edge buffer allows both types of edges can be drawn. The use of the edge buffer only requires that a front/back computation be available and that the object being rendered be represented in a vertex/polygon representation.

Proceedings Using a 3D Puzzle as a Metaphor for Learning Spatial Relations
Felix Ritter, Bernhard Preim, Oliver Deussen, Thomas Strothotte.
Graphics Interface (GI'00), Montreal, 15-17 May, 2000. [BibTeX]

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