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
Bert Freudenberg.
Otto-von-Guericke-Universität, Magdeburg, 2003. [BibTeX]

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

Author(s): Daniel Sperl.
Misc: 2003.
[BibTeX] Find this paper on Google

Abstract:
This paper describes a realtime system for rendering animations in a painterly style. Impressionistic images are created using a large quantity of brush strokes, organized in particle systems to achieve frame-to-frame coherence. Reference pictures are used to compute the properties of each stroke. The basis of the presented technique is [Meier, B. J.: Painterly Rendering for Animation. In: Proceedings of SIGGRAPH 96, p. 477­484, 1996], which describes a system for offline-rendering. The system presented there was modified for being applicable in realtime environments by extensive use of modern 3D hardware. The possibility to send instructions to the graphics card and execute them either per vertex or per pixel--using vertex and pixel shaders--allows both the rendering of thousands of brush strokes per frame, and the correct application of their properties. Programming the graphics hardware is done with the high level shading language Cg. Fast access to reference pictures is achieved by using OpenGL extensions that allow direct rendering to textures. The results are very promising. Although not all aspects of the original painterly algorithm were included, the rendered images provide an idea of what is possible using this technique. With a few more optimization steps it should be possible to utilize the presented technique in complex environments.


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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