Perceptually based brush strokes for nonphotorealistic visualization
Christopher G. Healey, Laura Tateosian, James T. Enns, Mark Remple.
ACM Transactions on Graphics, Vol. 23, No. 1, pp. 64--96, January,
2004. [BibTeX]
Photorealism or/and Non-Photorealism in Augmented Reality
Michael Haller.
ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry, pp. 189--196, Singapore,
2004. [BibTeX]
Physically based virtual painting
Ming C. Lin, William Baxter, Vincent Scheib, Jeremy Wendt.
Communications of the ACM - Interactive immersion in 3D graphics, Vol. 47, No. 8, pp. 40--47, August,
2004. [BibTeX]
Physically-Based Modeling Techniques for Interactive Digital Painting
William Baxter.
University of North Carolina, Department of Computer Science,
2004. [BibTeX]
PointWorks: Abstraction and Rendering of Sparsely Scanned Outdoor Environments
Hui Xu, Nathan Gossett, Baoquan Chen.
Rendering Techniques 2004 (Eurographics Symposium on Rendering), ACM Press,
2004. [BibTeX]
Procedural Image Processing for Non-photorealistic Rendering and Visualization
Xiaoru Yuan.
Presentation Slides, November 11,
2004. [BibTeX]
Programmable Style for NPR Line Drawing
Stephane Grabli, Emmanuel Turquin, Frédo Durand, François X. Sillion.
Rendering Techniques 2004 (Eurographics Symposium on Rendering), ACM Press,
2004. [BibTeX]
Real Time Loose and Sketchy Rendering in Hardware
Author(s): Son Ni Ho, Ryoichi Komiya.
Proceedings: Proceedings of the 20th Spring Conference on Computer Graphics, pp. 83--88, Budmerice, Slovakia,
2004.
[BibTeX]
Abstract:
Lines are usually drawn to mark the silhouette which
distinct an object from another. From a simple stroke by
the artist’s hand, lines can be as expressive as though the
drawn object is alive. Compared to the actual realistic
rendering of the model, simple sketches of lines not only
catches our attention faster, but also allows the young
mind to understand easier. This paper presents a realtime
rendering algorithm in a loose and sketchy style.
The basis of this was presented by Curtis [1998] but is
used for offline rendering. Lines are drawn using a
stochastic particle system to convey emotions and
personality at every stroke. At runtime, the particles are
generated from the template image, guided by the force
field with some controllable variable to produce a lively
stroke using programmable shaders.
Real-Time Cartoon Rendering of Smoke
Morgan McGuire, Andi Fein, Colin Hartnett.
SIGGRAPH 2004 Poster Session, Los Angeles, CA,
2004. [BibTeX]
Real-Time Painterly Rendering for MR Applications
Michael Haller, Daniel Sperl.
2nd international conference on Computer graphics and interactive techniques in Austalasia and Southe East Asia, pp. 30--38,
2004. [BibTeX]