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

Author(s): Bert Freudenberg, Maic Masuch, Thomas Strothotte.
In Book: Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media, 2004.
[BibTeX] Find this paper on Google

Abstract:
This gem introduces halftoning as a way for implementing non-photorealistic rendering styles for computer games. The technique uses only the conventional multi-texturing pipeline on common hardware. We show how to create halftone screens for images that resemble pen-and-ink drawing styles and how to implement fast halftone rendering with modest pixel shading hardware.

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
Kevin Buchin, Maike Walther.
Wolfgang Engel, Rendering Techniques, pp. 340--347, Wordware Publishing, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003. [BibTeX]

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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