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]
Fast Paint Texture
Aaron Hertzmann.
Proc. of NPAR 02,
2002. [BibTeX]
Fast Primitive Distribution for Illustration
Andrian Secord, Wolfgang Heidrich, Lisa M. Streit.
Thirteenth Eurographics Workshop on Rendering (2002),
2002. [BibTeX]
Feature-guided painterly image rendering
Nan Li, Zhiyong Huang.
International Conference on Image Processing, Vol. 1, pp. 653--656,
2002. [BibTeX]
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]
Flattening 3D objects using silhouettes
Domingo MartÃn, Jean-Daniel Fekete, J. C. Torres.
Computer Graphics Forum (EG'02), Vol. 21, No. 3,
2002. [BibTeX]
Frame-Coherent Stippling
Author(s): Oscar E. Meruvia Pastor, Thomas Strothotte.
Proceedings: EUROGRAPHICS 2002, Short Presentations,
2002.
[BibTeX]
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.
Geometric Approximations Towards Free Specular Comic Shading
Holger Winnemöller, Shaun Bangay.
Computer Graphics Forum (EG'02),
2002. [BibTeX]
Graphical Simulator for Chinese Ink-Wash Drawing
Wang Xiujin, Jizhou Sun, Jingshan Jiao.
Transaction of Tianjin University, January,
2002. [BibTeX]
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]