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
Oscar E. Meruvia Pastor, Thomas Strothotte.
EUROGRAPHICS 2002, Short Presentations,
2002. [BibTeX]
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
Author(s): Aditi Majumder, M. Gopi.
Proceedings: 2nd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'02), Annecy, France, June 3-5,
2002.
[BibTeX]
Abstract:
In this paper, we present simple rendering techniques implemented using traditional graphics hardware to achieve the effects of charcoal drawing. The effects include characteristics of charcoal drawings like broad grainy strokes and smooth tonal variations that are achieved by smudging the charcoal by hand. Further, we also generate the closure effect that is used by artists at times to avoid hard silhouette edges. All these effects are achieved using contrast enhancement operators on textures and/or colors of the 3D model. Our contribution lies in unifying the methods to achieve these effects under the common framework of contrast enhancement operators. Further, since the effects have been implemented using traditional graphics hardware, a single rendering pass is sufficient to create different effects. Hence, we can render highly complex models with large number of triangles at interactive rates. Thus, our method is especially suited for applications like scientific visualization and preliminary sketches/animations.