Non-Photorealistic Computer Graphics Library

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Found 103 item(s) authored in "2003".
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Article Interactive Cutaway Illustrations
Joachim Diepstraten, Daniel Weiskopf, Thomas Ertl.
Computer Graphics Forum, Vol. 22, No. 3, September, 2003. [BibTeX]

Proceedings Interactive Rendering Technique for Realistic Oriental Painting
Young Jung Yu, Do Hoon Lee, Young Bock Lee, Hwan Gue Cho.
11th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG), 2003. [BibTeX]

Proceedings Interactive Volume Illustration and Feature Halos
Nikolai A. Svakhine, David Ebert.
11th Pacific Conference on Computer Graphics and Applications (PG'03), 2003. [BibTeX]

Article Learning Style Translation for the Lines of a Drawing
William T. Freeman, Joshua B. Tenenbaum, Egon Pasztor.
ACM Transactions on Graphics, Vol. 22, No. 1, pp. 1--14, January, 2003. [BibTeX]

Proceedings Mimicing 3D Transformations of Emotional Stylised Animation with Minimal 2D Input
Fabian Di Fiore, Frank Van Reeth.
International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (Graphite 2003), pp. 21--28, Melbourne, Australia, 2003. [BibTeX]

Misc Moment based painterly rendering
Diego Nehab.
2003. [BibTeX]

Master Thesis Motion Doodles - A Sketch-based Interface for Character Animation
Matthew Thorne.
University of British Columbia, September, 2003. [BibTeX]

Article Music to the Eyes
Gary Singh.
IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 4--5, Jul/Aug, 2003. [BibTeX]

Proceedings New Dimension for Sketches
Roman Zenka, Pavel Slavik.
SCCG 2003, 2003. [BibTeX]

In Book Non-Photorealistic Postprocessing Filters in MotoGP 2

Author(s): Shawn Hargreaves.
In Book: Wolfgang Engel, Image Space, Wordware Publisher, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003.
[BibTeX] Find this paper on Google

Abstract:
Stylised rendering techniques are cool, and with programmable shader hardware they can be easy to implement, too. This article discusses how such effects can be applied as a postprocess over the top of a conventional renderer. The goal is to have minimal impact on the structure of an existing engine, so that if you are already using a hundred different shaders, adding a new stylised filter should only increase this to a hundred and one, rather than needing a modified version of every existing shader. The idea is to render your scene as normal, but to an offscreen texture instead of directly to the D3D backbuffer. The resulting image is then copied across to the backbuffer by drawing a single fullscreen quad, using a pixel shader to modify the data en-route. Because this filter is applied entirely as a 2D image space process, it requires no knowledge of the preceding renderer. In fact, these techniques can just as easily be used over the top of video playback as with the output of a realtime 3D engine.

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