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
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

Author(s): Shawn Hargreaves.
In Book: Wolfgang Engel, Image Space, Wordware Publisher, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003.
[BibTeX] Find this paper on Google

Abstract:
Stylised rendering techniques are cool, and with programmable shader hardware they can be easy to implement, too. This article discusses how such effects can be applied as a postprocess over the top of a conventional renderer. The goal is to have minimal impact on the structure of an existing engine, so that if you are already using a hundred different shaders, adding a new stylised filter should only increase this to a hundred and one, rather than needing a modified version of every existing shader. The idea is to render your scene as normal, but to an offscreen texture instead of directly to the D3D backbuffer. The resulting image is then copied across to the backbuffer by drawing a single fullscreen quad, using a pixel shader to modify the data en-route. Because this filter is applied entirely as a 2D image space process, it requires no knowledge of the preceding renderer. In fact, these techniques can just as easily be used over the top of video playback as with the output of a realtime 3D engine.

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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