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

Author(s): Roman Durikovic, William L. Martens.
Proceedings: 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] Find this paper on Google

Abstract:
This paper reports on our attempts to simulate light reflection from surfaces that exhibit sparkling and depth effects that are associated with paint coatings containing metallic flakes. The novelty of the approach is to explicitly model the sparkle geometry for rendering the surface of a graphic object. The light scattering within the system of metal flakes or particles creates the sparkling and glare effects with radial streaks of light around high intensity particles. The 3D geometry of the simulated flakes creates a view-dependent reflectance pattern that makes the surface appear differently in the two images rendered for each eye's view in a stereoscopic display. The results of 3D geometry-based rendering are then compared to the surfaces rendered using 2D random dot patterns that provide no cues to depth variation at the surface. Stereoscopic display of 3D objects with and without the 3D geometry-based surface rendering was used to validate the difference in perceived depth effects associated with the two cases. To confirm the applicability of the technique, we adopted a standard test in common use by paint designers in which the appearance of paints with different sparkle density is observed on silver plates. Our results showed typical variation in sparkling on plates with different statistical distributions of sparkles, which confirmed the robustness of the 3D sparkle modeling system. In a final application test, the technique was used to simulate the appearance of an expensive variety of Japanese lacquerware made using the nashiji technique.

Proceedings Sketchy drawings: a hardware-accelerated approach for real-time non-photorealistic rendering
Marc Nienhaus, Jürgen Döllner.
SIGGRAPH 2003 conference on Sketches & applications, 2003. [BibTeX]

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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