Non-Photorealistic Computer Graphics Library

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Found 103 item(s) authored in "2003".
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Proceedings Physical-based model of ink diffusion in Chinese ink paintings
Sheng-Wen Huang, Der-Lor Way, Zen-Chung Shih.
11th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG), 2003. [BibTeX]

Proceedings Polygon-based Pastel-like Rendering for Animation
Kyoko Murakami, Reiji Tsuruno.
Sketches SIGGRAPH 2003, 2003. [BibTeX]

Article Precise Ink Drawing of 3D Models
Mario Costa Sousa, Kevin Foster, Brian Wyvill, Faramarz Samavati.
Computer Graphics Forum, Vol. 22, No. 3, September, 2003. [BibTeX]

Proceedings Psychology and Non-Photorealistic Rendering: The Beginning of a Beautiful Relationship
Nick Halper, Mara Mellin, Christoph S. Herrmann, Thomas Strothotte, Volker Linneweber.
Mensch & Computer 2003: Interaktion in Bewegung, pp. 277--286, Teubner Verlag, 2003. [BibTeX]

Article Real-Time Animated Stippling
Oscar E. Meruvia Pastor, Bert Freudenberg, Thomas Strothotte.
IEEE Computer Graphics and Applications, Vol. 23, No. 4, pp. 62-68, 2003. [BibTeX]

Proceedings Real-Time Per-Pixel Rendering With Stroke Textures
Kevin Buchin, Maike Walther.
19th Spring Conference on Computer Graphics, ACM Press, 2003. [BibTeX]

PhD Thesis Real-Time Stroke-Based Halftoning

Author(s): Bert Freudenberg.
PhD Thesis: Otto-von-Guericke-Universität, Magdeburg, 2003.
[BibTeX] Find this paper on Google

Abstract:
This work deals with the non-photorealistic rendering of geometric models. We pursue an approach that combines the expressiveness of stroke-based rendering and the efficiency of halftoning to create a new genre of real-time rendering methods that are applicable to interactive applications such as computer games. Like in traditional halftoning, we create images with black color on a white background. Since strokes are used for shading, we refer to the ensuing methods as stroke-based halftoning. To display strokes for this purpose, we introduce explicit and implicit rendering techniques specifically designed to be accelerated by modern graphics hardware. Explicit techniques determine the geometric extent of strokes before rendering them using vertex programs, while the implicit approaches are based on textures that latently contain stroke information which is revealed in the rendering process. Because outline strokes are important to the visual style created by stroke-based halftoning, methods to render these outlines are developed. Again, both explicit and implicit techniques are introduced. The usability of the new rendering approach is examined in case studies from the fields of archaeological visualization and non-photorealistic game rendering.

Proceedings Real-time Visualization of Japanese Artcraft
Roman Durikovic, Ryou Kimura, Konstantin Kolchin.
Computer Graphics International (CGI'03), pp. 184--189, Tokyo, Japan, 2003. [BibTeX]

Misc Realtime Painterly Rendering for Animation
Daniel Sperl.
2003. [BibTeX]

Article Rendering and Affect
D.J. Duke, P.J. Barnard, Nick Halper, Mara Mellin.
Computer Graphics Forum, Vol. 22, No. 3, September, 2003. [BibTeX]

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