Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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Proceedings Interactive Silhouette Rendering for Point-Based Models
Hui Xu, Minh X. Nguyen, Xiaoru Yuan, Baoquan Chen.
Proceedings of Symposium On Point Based Graphics, ETH Zurich, Switzerland, June 2-4, 2004. [BibTeX]

Proceedings Interactive Stylized Silhouette for Point-Sampled Geometry
Nordin Zakaria, Hans-Peter Seidel.
2nd international conference on Computer graphics and interactive techniques in Austalasia and Southe East Asia, pp. 242--249, 2004. [BibTeX]

Proceedings Is That a Smile? Gaze-Dependent Facial Expressions
Vidya Setlur, Bruce Gooch.
3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR'04), Annecy, France, 2004. [BibTeX]

Misc Messa di Voce
Golan Levin, Zachary Lieberman.
Report describing Messa di Voce, 2004. [BibTeX]

Proceedings Methods for Exploring Expressive Stance

Author(s): Michael Neff, Eugene L. Fiume.
Proceedings: Eurographics Symposium on Computer Animation, 2004.
[BibTeX] Find this paper on Google

Abstract:
The postures a character adopts over time are a key expressive aspect of her movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator with the expressive aspects of a character's poses. Three aspects are combined in good pose design: achieving a set of world space constraints, finding a body shape that reflects the character's inner state and personality, and making adjustments to balance that act to strengthen the pose and also maintain realism. This is routinely done in the performing arts, but is uncommon in computer graphics. Our system combines all three components within a single body shape solver. The system combines feedback based balance control with a hybrid IK system that utilizes optimization and analytic IK components. The IK system has been carefully designed to allow direct control over various aesthetically important aspects of body shape, such as the type of curve in the spine and the relationship between the collar bones. The system allows for both low-level control and for higher level shape sets to be defined and used. Shape sets allow an animator to use a single scalar to vary a character's pose within a specified shape class, providing an intuitive parameterization of a posture. Changing shape sets allows an animator to quickly experiment with different posture options for a movement sequence, supporting rapid exploration of the aesthetic space.


Proceedings Modelling and Animating Cartoon Hair with NURBS Surfaces
Paul Noble, Wen Tang.
Computer Graphics International (CGI'04), pp. 60--67, June, 2004. [BibTeX]

Proceedings Motion Doodles: An Interface for Sketching Character Motion
Matthew Thorne, David Burke, Michiel van de Panne.
ACM SIGGRAPH 2004, 2004. [BibTeX]

Proceedings Mouthbrush: Drawing and Painting by Hand and Mouth
Chi-ho Chan, Michael J. Lyons, Nobuji Tetsutani.
5th international conference on Multimodal interfaces, Poster Session, pp. 277--280, 2004. [BibTeX]

Proceedings MultiCam: A System for Interactive Rendering of Abstract Digital Images
Jeffrey Smith, Ergun Akleman, Richard Davison, John Keyser.
Bridges: Mathematical Connections in Art, Music, and Science 2004, pp. 265--272, Winfield, Kansas, August, 2004. [BibTeX]

Proceedings Non-Photorealistic 3-D Facial Animation on the PDA based on Facial Expression Recognition
Soo-Mi Choi, Yong-Guk Kim, Don-Soo Lee, Sung-Oh Lee, Gwi-Tae Park.
International Symposium on Smart Graphics, 2004. [BibTeX]

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