Rendering Artistic and Believable Trees for Cartoon Animation
Fabian Di Fiore, William Van Haevre, Frank Van Reeth.
Computer Graphics International (CGI'03), pp. 144, Tokyo, Japan, July 09 - 11,
2003. [BibTeX]
Rendering optimisations for stylised sketching
Holger Winnemöller, Shaun Bangay.
2nd International Conference on Computer Graphics, Virtual Reality and Visualisation in Africa (AFRIGRAPH'03), pp. 117--122, Cape Town, South Africa,
2003. [BibTeX]
Sable: a painterly renderer for film animation
Daniel Teece.
SIGGRAPH 2003 conference on Sketches & applications,
2003. [BibTeX]
Segmentation of Black-and-White Cartoons
Daniel Sýkora, Jan Buriánek, Jiří Žára.
19th Spring Conference on Computer Graphics (SCCG'03), pp. 223--230, Budmerice, Slovakia, April,
2003. [BibTeX]
Simulating Wax Crayons
Dave Rudolf, David Mould, Eric Neufeld.
11th Pacific Conference on Computer Graphics and Applications (PG'03),
2003. [BibTeX]
Simulation of sparkling and depth effect in paints
Roman Durikovic, William L. Martens.
Proceedings of the 19th ACM Spring Conference on Computer Graphics - SCCG2003, K.I. Joy and L. Szirmay-Kalos, pp. 207--213, Budmerice, Slovakia,
2003. [BibTeX]
Sketchy drawings: a hardware-accelerated approach for real-time non-photorealistic rendering
Author(s): Marc Nienhaus, Jürgen Döllner.
Proceedings: SIGGRAPH 2003 conference on Sketches & applications,
2003.
[BibTeX]
Abstract:
In Non-Photorealistic Rendering (NPR), sketchy drawings are
essential to visually communicate and illustrate drafts and ideas,
for instance, in architectural or product design. However, current
hardware-accelerated, real-time rendering techniques do not
concentrate on sketchy drawings of arbitrary 3D scene
geometries.
We present an image-space rendering technique that uses today’s
texture mapping and fragment shading hardware to generate
sketchy drawings of arbitrary 3D scene geometry in real-time.
We stress sketchiness in our drawings by simulating uncertainty.
For simulating uncertainty we have to adjust visibility
information using depth sprites, which allow us depth testing and
3D scene composition.
Stroke Surfaces: A Spatio-temporal Framework for Temporally Coherent Non-photorealistic Animations
John P. Collomosse, D. Rowntree, Peter M. Hall.
University of Bath, No. CSBU 2003-01, June,
2003. [BibTeX]
Stylized Highlights for Cartoon Rendering and Animation
Ken Anjyo, Katsuaki Hiramitsu.
IEEE Computer Graphics and Applications, pp. 54-61,
2003. [BibTeX]
Stylizing Motion with Drawings
Yan Li, Michael Gleicher, Ying-Qing Xu, Heung-Yeung Shum.
Proceedings of 2003 Symposium on Computer Animation, July,
2003. [BibTeX]