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
Shawn Hargreaves.
Wolfgang Engel, Image Space, Wordware Publisher, Vol. ShaderX2 - Shader Tips and Tricks, September, 2003. [BibTeX]

In Book OpenGL Shading Language

Author(s): Randi J. Rost, Bill Licea-Kane.
In Book: Chapter 18 - Non-photorealistic Shaders, pp. 507--532, Addison-Wesley, 3rd, 2009.
[BibTeX] Find this paper on Google

Abstract:
A significant amount of computer graphics research has been aimed at achieving more and more realistic renditions of synthetic scenes. A longtime goal has been to render a scene so perfectly that it is indistinguishable from a photograph of the real scene, a goal called PHOTOREALISM. With the latest graphics hardware, some photorealistic effects are becoming possible in real-time rendering. This quest for realism is also reflected in graphics APIs such as OpenGL. The OpenGL specification defines specific formulas for calculating effects such as illumination from light sources, material properties, and fog. These formulas attempt to define effects as realistically as possible while remaining relatively easy to implement in hardware, and they have duly been cast into silicon by intrepid graphics hardware designers. But the collection of human art and literature shows us that photorealism is not the only important style for creating images. The availability of lowcost programmable graphics hardware has sparked the growth of an area called NON-PHOTOREALISTIC RENDERING, or NPR. Researchers and practitioners in this field are attempting to use computer graphics to produce a wide range of artistic effects other than photorealism. In this chapter, we look at a few examples of shaders whose main focus is something other than generating results that are as realistic as possible.

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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