Painterly Rendering using Image Salience
John P. Collomosse, Peter M. Hall.
20th Eurographics UK Conference, pp. 122-128, Leicester, UK, June 11 - 13, De Montfort University,
2002. [BibTeX]
Painting and Rendering Textures on Unparameterized Models
David (grue) DeBry, Jonathan Gibbs, Devorah DeLeon Petty, Nate Robins.
Siggraph 2002,
2002. [BibTeX]
Pastel-like Rendering Considering the Properties of Pigments and Support Medium
Kyoko Murakami, Reiji Tsuruno.
SIGGRAPH 2002 Sketches,
2002. [BibTeX]
Perception and painting: a search for effective, engaging visualizations
Christopher G. Healey, James T. Enns.
IEEE Computer Graphics and Applications, Vol. 22, No. 2, pp. 10--15, March-April,
2002. [BibTeX]
Perceptual and Artistic Principles for Effective Computer Depiction
Maneesh Agrawala, Frédo Durand, Bruce Gooch, Victoria Interrante, Victor Ostromoukhov, Denis Zorin.
SIGGRAPH 2002, ACM Press, Course #13, San Antonio, Texas,
2002. [BibTeX]
PicToon: A Personalized Image-based Cartoon System
Hong Chen, Lin Liang, Yan Li, Ying-Qing Xu, Heung-Yeung Shum.
Proceedings of the tenth ACM international conference on Multimedia (MULTIMEDIA '02), pp. 171--178, December,
2002. [BibTeX]
Random Marks on Paper: Non-Photorealistic Rendering with Small Primitives
Andrian Secord.
University of British Columbia,
2002. [BibTeX]
Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
Author(s): Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Proceedings: Eurographics Workshop on Rendering, pp. 1–4,
2002.
[BibTeX]
Abstract:
We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink style drawings using prioritized stroke textures. Since monitor resolution is limited we employ a smooth threshold function that provides stroke antialiasing. By applying the halftone screen in texture space and evaluating the threshold function for each pixel we can influence the shading on a pixel-by-pixel basis. This enables many effects to be used, including indication mapping and
individual stroke lighting. Our real-time halftoning method is a drop-in replacement for conventional multitexturing and runs on commodity hardware. Thus, it is easy to integrate in existing applications, as we demonstrate with an artistically rendered level in a game engine.
Real-Time Image-Space Outlining for Non-Photorealistic Rendering
Jason L. Mitchell, Chris Brennan, Drew Card.
Siggraph 02,
2002. [BibTeX]
Rendering Artistic Line Drawings Using Off-the-Shelf 3-D Software
Jörn Loviscach.
Eurographics 2002 Short Paper, pp. 125--130,
2002. [BibTeX]