Extracting 3D Stylized Accentuation Effects from a Painted Image
Youetsu Sato, Yoshinori Dobashi, Tsuyoshi Yamamoto, Katsumi Takao, Ken Anjyo.
Computer Graphics International (CGI'04), pp. 222--229, June,
2004. [BibTeX]
Frame Skeleton Based Auto-Inbetweening in Computer Assisted Cel Animation
Konstantin Melikhov, Feng Tian, Hock Soon Seah, Quan Chen, Jie Qiu.
International Conference on Cyberworlds (CW'04), pp. 216--223, November,
2004. [BibTeX]
Frame-to-Frame Coherent Halftoning in Image Space
Mike Eissele, Daniel Weiskopf, Thomas Ertl.
Theory and Practice of Computer Graphics (TPCG'04), pp. 188--195, Bournemouth,
2004. [BibTeX]
Free-form Video Tooning Deformation
Jue Wang, Ying-Qing Xu, Michael F. Cohen.
Poster on SCA2004,
2004. [BibTeX]
Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media,
2004. [BibTeX]
Genetic Painting: A Salience Adaptive Relaxation Technique for Painterly Rendering
John P. Collomosse, Peter M. Hall.
University of Bath, No. CSBU-2003-02, UK, October,
2004. [BibTeX]
Graph-Based Point Relaxation for 3D Stippling
Oscar E. Meruvia Pastor, Thomas Strothotte.
Fifth Mexican International Conference in Computer Science (ENC'04), pp. 141--150, September,
2004. [BibTeX]
Hardware-Determined Feature Edges
Author(s): Morgan McGuire, John F. Hughes.
Proceedings: 3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 35-147,
2004.
[BibTeX]
Abstract:
Algorithms that detect silhouettes, creases, and other edge based
features often perform per-edge and per-face mesh computations
using global adjacency information. These are unsuitable for
hardware-pipeline implementation, where programmability is at
the vertex and pixel level and only local information is available.
Card and Mitchell and Gooch have suggested that adjacency
information could be packed into a vertex data structure; we
describe the details of converting global/per-edge computations
into local/per-vertex computations on a related ‘edge mesh.’
Using this trick, we describe a feature-edge detection algorithm
that runs entirely in hardware, and show how to use it to create
thick screen-space contours with end-caps that join adjacent thick
line segments. The end-cap technique favors speed over quality
and produces artifacts for some meshes.
We present two parameterizations for mapping stroke textures
onto these thick lines—a tessellation-independent screen space
method that is better suited to still images, and an object space
method better suited to animation. As additional applications, we
show how to create fins for fur rendering and how to extrude
contours in world-space to create the sides of a shadow volume
directly on the GPU.
The edge mesh is about nine times larger than the original
mesh when stored at 16-bit precision and is constructed through a
linear time pre-processing step. As long as topology remains
fixed, the edge mesh can be animated as if it were a vertex mesh.
High Quality Hatching
Johannes Zander, Tobias Isenberg, Stefan Schlechtweg, Thomas Strothotte.
Computer Graphics Forum (EG'04), Vol. 23, No. 3, pp. 421--430, September,
2004. [BibTeX]
High-Quality Silhouette Illustration for Texture-Based Volume Rendering
Zoltán Nagy, Reinhard Klein.
The 12th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG'2004), V. Skala, R. Scopigno, Vol. 12, No. 2, pp. 301--308, February, UNION Agency - Science Press,
2004. [BibTeX]