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

Author(s): Oscar E. Meruvia Pastor, Thomas Strothotte.
Proceedings: Fifth Mexican International Conference in Computer Science (ENC'04), pp. 141--150, September, 2004.
[BibTeX] Find this paper on Google

Point hierarchies are suitable for creating framecoherent animations of 3D models in non-photorealistic styles such as stippling, painterly and other artistic rendering. In this paper, we present a new approach to produce regular point distributions on the surface of a polygonal mesh. We propose a graph-based token distribution approach, where a graph that extends over the surface of the polygonal model is used as the playing field for the distribution of points. This graph-based approach eliminates the need of using geometrical operations to distribute points over the surface of a polygonal mesh. The graph exists at several levels of detail that are easily created using iterative patch fusion, and which are used to create a point hierarchy. In addition, we show how 3D stippling is used to render transparent surfaces and illustrate complex animations.

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
Johannes Zander, Tobias Isenberg, Stefan Schlechtweg, Thomas Strothotte.
Computer Graphics Forum (EG'04), Vol. 23, No. 3, pp. 421--430, September, 2004. [BibTeX]

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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