Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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Proceedings 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]

Proceedings 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]

Proceedings 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]

Misc Free-form Video Tooning Deformation
Jue Wang, Ying-Qing Xu, Michael F. Cohen.
Poster on SCA2004, 2004. [BibTeX]

In Book 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]

Technical Report 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]

Proceedings 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]

Proceedings Hardware-Determined Feature Edges
Morgan McGuire, John F. Hughes.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 35-147, 2004. [BibTeX]

Article High Quality Hatching

Author(s): Johannes Zander, Tobias Isenberg, Stefan Schlechtweg, Thomas Strothotte.
Article: Computer Graphics Forum (EG'04), Vol. 23, No. 3, pp. 421--430, September, 2004.
[BibTeX] Find this paper on Google

Hatching lines are often used in line illustrations to convey tone and texture of a surface. In this paper we present methods to generate hatching lines from polygonal meshes and render them in high quality either at interactive rates for on-screen display or for reproduction in print. Our approach is based on local curvature information that is integrated to form streamlines on the surface of the mesh. We use a new algorithm that provides an even distribution of these lines. A special processing of these streamlines ensures high quality line rendering for both intended output media later on. While the streamlines are generated in a preprocessing stage, hatching lines are rendered either for vector-based printer output or on-screen display, the latter allowing for interaction in terms of changing the view parameters or manipulating the entire line shading model at run-time using a virtual machine.

Proceedings 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]

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