Dynamic Canvas for Non-Photorealistic Walkthroughs
Matthieu Cunzi, Joëlle Thollot, Sylvain Paris, Gilles Debunne, Jean-Dominique Gascuel, Frédo Durand.
Graphics Interface (GI'03),
2003. [BibTeX]
Dynamic Glyphs - Depicting Dynamics in Images of 3D Scenes
Marc Nienhaus, Jürgen Döllner.
Proceedings of Third International Symposium on Smart Graphics, pp. 102--111, July,
2003. [BibTeX]
Edge-Enhancement – An Algorithm for Real-Time Non-Photorealistic Rendering
Marc Nienhaus, Jürgen Döllner.
11th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG),
2003. [BibTeX]
Effective toon ink rendering for episodic television
Gordon Farrell, Julia Taylor-Hell, F. David Fracchia.
Proceedings of the SIGGRAPH 2003, Sketches & applications,
2003. [BibTeX]
Fast Texture Transfer
Michael Ashikhmin.
IEEE Computer Graphics and Applications, pp. 38--43, July/August,
2003. [BibTeX]
Frame-Coherent 3D Stippling for Non-Photorealistic Computer Graphics
Oscar E. Meruvia Pastor.
Otto-von-Guericke-Universität Magdeburg, Germany,
2003. [BibTeX]
Generalizing the Active Shape Model by Integrating Structural Knowledge to Recognize Hand Drawn Sketches
Stephan Al-Zubi, Klaus D. Tönnies.
CAIP, pp. 320--328, Gröningen, Netherland, 25-27 August,
2003. [BibTeX]
Generating Discriminating Cartoon Faces Using Interacting Snakes
Author(s): Rein-Lien Hsu, Anil K. Jain.
Article: IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 25, No. 11, pp. 1388--1398, November,
2003.
[BibTeX]
Abstract:
As a computational bridge between the high-level a priori knowledge of object shape and the low-level image data, active contours (or snakes) are useful models for the extraction of deformable objects. We propose an approach for manipulating multiple snakes iteratively, called interacting snakes, that minimizes the attraction energy functionals on both contours and enclosed regions of individual snakes and the repulsion energy functionals among multiple snakes that interact with each other. We implement the interacting snakes through explicit curve (parametric active contours) representation in the domain of face recognition. We represent human faces semantically via facial components such as eyes, mouth, face outline, and the hair outline. Each facial component is encoded by a closed (or open) snake that is drawn from a 3D generic face model. A collection of semantic facial components form a hypergraph, called semantic face graph, which employs interacting snakes to align the general facial topology onto the sensed face images. Experimental results show that a successful interaction among multiple snakes associated with facial components makes the semantic face graph a useful model for face representation, including cartoon faces and caricatures, and recognition. Index Terms--Active contours, snakes, gradient vector field, face recognition, semantic face graph, face modeling, face alignment, cartoon faces, caricatures.
Generation of Varying Line Thickness
Suguru Saito, Akane Kani, Youngha Chang, Masayuki Nakajima.
Computer Graphics International, pp. 294, Tokyo, Japan, July 09 - 11,
2003. [BibTeX]
GreenArt: A Tool for Non-Photorealistic Rendering of Plants and Trees
C. Campos, R. Quiros, J. Huerta, E. Camahort, J. Lluch, R. Vivo.
eurographics 2003,
2003. [BibTeX]