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]
Seeing Structure: Using Knowledge to Reconstruct and Illustrate Anatomy
Kevin P. Hinshaw.
University of Washington,
2000. [BibTeX]
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]
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]
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]
Systems for Sketching in 3D
Jonathan M. Cohen.
Brown University, May,
2000. [BibTeX]
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]
Techniques for Interactive Video Cubism
Sidney Fels, Eric Lee, Kenji Mase.
ACM Multimedia 2000 Proceedings, pp. 368--370, October,
2000. [BibTeX]
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]
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.
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]