Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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PhD Thesis High-Quality Visualization and Filtering of Textures and Segmented Volume Data on Consumer Graphics Hardware
Markus Hadwiger.
VRVis Research Center and Institute of Computer Graphics and Algorithms, Vienna University of Technology, 2004. [BibTeX]

PhD Thesis Higher Level Techniques for the Artistic Rendering of Images and Video
John P. Collomosse.
University of Bath, UK, May, 2004. [BibTeX]

Proceedings How is presence in non-immersive, non-realistic virtual environments possible?
David Nunez.
Proceedings of the 3rd International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa, (Afrigraph 2004), pp. 83--86, Stellenbosch, South Africa, November 3-5, 2004. [BibTeX]

Article Human Facial Illustrations: Creation and Psychophysical Evaluation
Bruce Gooch, Erik Reinhard, Amy A. Gooch.
ACM Transactions on Graphics, Vol. 23, No. 1, pp. 27--44, January, 2004. [BibTeX]

Proceedings I/O Brush: Drawing with Everyday Objects as Ink
Kimiko Ryokai, Stefan Marti, Hiroshi Ishii.
2004 conference on Human factors in computing systems, pp. 303--310, 2004. [BibTeX]

Proceedings Illustrating Surfaces in Volume
Xiaoru Yuan, Baoquan Chen.
VisSym'04 Joint IEEE/EG Symposium on Visualization, Konstanz, Germany, May 19-21, 2004. [BibTeX]

Proceedings Illustrating Terrains using Direction of Slope and Lighting

Author(s): Kevin Buchin, Mario Costa Sousa, Jürgen Döllner, Faramarz Samavati, Maike Walther.
Proceedings: 4th ICA Mountain Cartography Workshop, Vall de Núria, Catalunya, Spain, 30th September - 2nd. October 2004, 2004.
[BibTeX] Find this paper on Google

Abstract:
Landscape illustrations and cartographic maps depict terrain surface in a qualitatively effective way. In this paper, we present a framework for line drawing techniques for automatically reproducing traditional illustrations of terrain by means of slope lines and tonal variations. Given a digital elevation model, surface measures are computed and slope lines of the terrain are hierarchically traced and stored. At run-time slope lines are rendered by stylized procedural and texture-based strokes. The stroke density of the final image is determined according to the light intensities. Using a texture based approach, the line drawing pipeline is encapsulated from the rendering of the terrain geometry. Our system operates on terrain data at interactive rates while maintaining frame-to-frame coherence.

Proceedings Image and Video Based Painterly Animation
James Hays, Irfan Essa.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), pp. 113--120, Annecy, France, June 07-09, 2004. [BibTeX]

Proceedings Image Fusion for Context Enhancement and Video Surrealism
Ramesh Raskar, Andrian Ilie, Jingyi Yu.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), 2004. [BibTeX]

Misc Image-based processing of game method streams and depth-buffered video for non-photorealistic rendering
Olivier Giroux, Alexandre Denault.
2004. [BibTeX]

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