Non-Photorealistic Computer Graphics Library

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Found 62 item(s) authored in "2006".
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Proceedings Projector-guided painting
Matthew Flagg, James M. Rehg.
UIST '06: Proceedings of the 19th annual ACM symposium on User interface software and technology, pp. 235--244, New York, NY, USA, ACM, 2006. [BibTeX]

Article Real-Time Illustration of Vascular Structures
Felix Ritter, Christian Hansen, Volker Dicken, Olaf Konrad-Verse, Bernhard Preim, Heinz-Otto Peitgen.
IEEE Transactions on Visualization and Computer Graphics, Vol. 12, No. 5, pp. 877--884, 2006. [BibTeX]

Proceedings Real-Time Pen-and-Ink Illustration of Landscapes
Liviu Coconu, Oliver Deussen, Hans-Christian Hege.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 27--35, New York, NY, USA, ACM Press, 2006. [BibTeX]

Proceedings Real-Time Pencil Rendering
Hyunjun Lee, Sungtae Kwon, Seungyong Lee.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 37--45, New York, NY, USA, ACM Press, 2006. [BibTeX]

Proceedings Real-Time Rendering of Cartoon Smoke and Clouds

Author(s): Morgan McGuire, Andi Fein.
Proceedings: NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 21--26, New York, NY, USA, June, ACM Press, 2006.
[BibTeX] [DOI] Find this paper on Google

Abstract:
We describe an algorithm for rendering animated smoke particle systems in a cartoon style. This style includes outlines and cel-shading. For efficient self-shadowing effects, we introduce nailboard shadow volumes that create complex shadows from few polygons. Including shadows, the renderer draws only three polygons per particle and entirely avoids the latency of depth buffer readback.We combine the renderer with a fast simulator that generates the phenomenology of real smoke but has artistically controllable parameters. Together they produce real-time interactive smoke animations at over 30 fps. Thus our algorithm is well-suited to applications where interactive performance and expressive power are preferred to realism; for example, video games and rapid development of animation.

Article Real-Time Video Abstraction
Holger Winnemöller, Sven C. Olsen, Bruce Gooch.
ACM Transactions on Graphics (Proc. of SIGGRAPH'06), Vol. 25, No. 3, pp. 1221--1226, July, 2006. [BibTeX]

Article Real-Time Watercolor for Animation
Thomas Luft, Oliver Deussen.
Journal of Computer Science and Technology, Vol. 21, No. 2, pp. 159--165, March, 2006. [BibTeX]

Proceedings Real-Time Watercolor Illustrations of Plants Using a Blurred Depth Test
Thomas Luft, Oliver Deussen.
NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, pp. 11--20, New York, NY, USA, June, ACM Press, 2006. [BibTeX]

Proceedings Remote Non-photorealistic Rendering of 3D Models on Mobile Devices
Yuezhu Huang, Chenglei Yang, Xiangxu Meng, Xiaoting Wang, Lu Wang.
1st International Symposium on Pervasive Computing and Applications, pp. 364--369, 2006. [BibTeX]

PhD Thesis Representation and acquisition models for expressive rendering
Pascal Barla.
Institut National Polytechnique de Grenoble, 2006. [BibTeX]

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