Non-Photorealistic Computer Graphics Library

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Found 7 item(s) of type "In Book".

In Book A Non-photorealistic Rendering of Seurat's Pointillism
Hui-Lin Yang, Chuan-Kai Yang.
Advances in Visual Computing, pp. 760--769, Springer Berlin / Heidelberg, Vol. 4292/2006, Lecture Notes in Computer Science, Berlin, 2006. [BibTeX]

In Book Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media, 2004. [BibTeX]

In Book GPU Gems II: Programming Techniques for High Performance Graphics and General-Purpose Computation
Marc Nienhaus, Jürgen Döllner.
M. Pharr, Blueprint Rendering and Sketchy Drawings, pp. 235--252, Addison-Wesley Professional, 2005. [BibTeX]

In Book Hatching, Stroke Styles & Pointillism

Author(s): Kevin Buchin, Maike Walther.
In Book: Wolfgang Engel, Rendering Techniques, pp. 340--347, Wordware Publishing, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003.
[BibTeX] Find this paper on Google

Abstract:
Hatching is a common technique used in Non-Photorealistic Rendering (NPR). For hatching, series of strokes are combined into textures. These compositions of strokes can convey the surface form through stroke orientation, the surface material through stroke arrangement and style, and the effect of light on the surface through stroke density. Up until now an important issue of real-time hatching techniques has been how to employ the limited programmability of the graphics hardware currently available. Pixel programmability has now reached a state where we can shift the focus to adding more flexibility to the hatching scheme and combining hatching with other techniques. We present a hatching scheme and some extensions to it, namely interactively changing the stroke style, and hatching with specular highlights. As an application, we show how we integrate hand drawings into a scene taking into account the effect of lighting. Finally, we show how to choose a color for each stroke depending on the background color, which can be used for a pointllistic style.


In Book Non-Photorealistic Postprocessing Filters in MotoGP 2
Shawn Hargreaves.
Wolfgang Engel, Image Space, Wordware Publisher, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003. [BibTeX]

In Book OpenGL Shading Language
Randi J. Rost, Bill Licea-Kane.
Chapter 18 - Non-photorealistic Shaders, pp. 507--532, Addison-Wesley, 3rd, 2009. [BibTeX]

In Book Visualization Handbook
R. Michael Kirby, Daniel F. Keefe, David H. Laidlaw.
Charles D. Hansen and Christopher R. Johnson, Part XI: Selected Topics and Applications, Chapter 45. Painting and visualization, pp. 873--891, Academic Press, 2004. [BibTeX]

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