Non-Photorealistic Computer Graphics Library

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Found 92 item(s) authored in "2002".
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Proceedings Example-Based Caricature Generation with Exaggeration
Lin Liang, Hong Chen, Ying-Qing Xu, Heung-Yeung Shum.
10th Pacific Conference on Computer Graphics and Applications (PG'02), pp. 386, October 09 - 11, 2002. [BibTeX]

Proceedings Fast Paint Texture
Aaron Hertzmann.
Proc. of NPAR 02, 2002. [BibTeX]

Proceedings Fast Primitive Distribution for Illustration
Andrian Secord, Wolfgang Heidrich, Lisa M. Streit.
Thirteenth Eurographics Workshop on Rendering (2002), 2002. [BibTeX]

Proceedings Feature-guided painterly image rendering
Nan Li, Zhiyong Huang.
International Conference on Image Processing, Vol. 1, pp. 653--656, 2002. [BibTeX]

Proceedings Fine Tone Control in Hardware Hatching
Matthew Webb, Emil Praun, Adam Finkelstein, Hugues Hoppe.
2nd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'02), Annecy, France, June 3-5, 2002. [BibTeX]

Article Flattening 3D objects using silhouettes
Domingo Martín, Jean-Daniel Fekete, J. C. Torres.
Computer Graphics Forum (EG'02), Vol. 21, No. 3, 2002. [BibTeX]

Proceedings Frame-Coherent Stippling

Author(s): Oscar E. Meruvia Pastor, Thomas Strothotte.
Proceedings: EUROGRAPHICS 2002, Short Presentations, 2002.
[BibTeX] Find this paper on Google

Abstract:
Stippling is an artistic rendering technique where shading and texture is given by placing points or stipples on the canvas until the desired darkness is achieved. Computer-generated stippling has focused on producing high quality 2D renditions for print media, while stippling of 3D models in animation has received little attention. In this paper we present a technique to produce frame-coherent animations of 3D models using stippling as a rendering style. The problem for which we provide a solution is how to obtain an even distribution of stipples and at the same time ensure frame-to-frame coherence while shading changes over time. In our approach, particles are placed on the surface of the 3D model and adaptively rendered as stipples using OpenGL point primitives and the input model as a canvas. At each frame, the density of particles can be increased if necessary. Selection of particles during rendering takes into account the screen space projection of the edges of a polygon fan that surrounds the particles and the desired tone at the position of the particles. The rendering technique presented here can be applied to arbitrary polygonal meshes and can be extended to include grey scale textures, bump mapping and custom illumination models.

Article Geometric Approximations Towards Free Specular Comic Shading
Holger Winnemöller, Shaun Bangay.
Computer Graphics Forum (EG'02), 2002. [BibTeX]

Article Graphical Simulator for Chinese Ink-Wash Drawing
Wang Xiujin, Jizhou Sun, Jingshan Jiao.
Transaction of Tianjin University, January, 2002. [BibTeX]

Proceedings Hardware Accelarated Real Time Charcoal Rendering
Aditi Majumder, M. Gopi.
2nd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'02), Annecy, France, June 3-5, 2002. [BibTeX]

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