Non-Photorealistic Computer Graphics Library

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Found 103 item(s) authored in "2003".
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Proceedings 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]

Proceedings 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]

Proceedings Sable: a painterly renderer for film animation
Daniel Teece.
SIGGRAPH 2003 conference on Sketches & applications, 2003. [BibTeX]

Proceedings 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]

Proceedings Simulating Wax Crayons
Dave Rudolf, David Mould, Eric Neufeld.
11th Pacific Conference on Computer Graphics and Applications (PG'03), 2003. [BibTeX]

Proceedings 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]

Proceedings 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] Find this paper on Google

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.

Technical Report 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]

Article Stylized Highlights for Cartoon Rendering and Animation
Ken Anjyo, Katsuaki Hiramitsu.
IEEE Computer Graphics and Applications, pp. 54-61, 2003. [BibTeX]

Proceedings Stylizing Motion with Drawings
Yan Li, Michael Gleicher, Ying-Qing Xu, Heung-Yeung Shum.
Proceedings of 2003 Symposium on Computer Animation, July, 2003. [BibTeX]

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