Non-Photorealistic Computer Graphics Library

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Found 25 item(s) of type "Misc".
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Misc A Painterly Approach to Human Skin
Peter-Pike J. Sloan, Bruce Gooch, Bill Martin, Amy A. Gooch, Louise Bell.
Short Research paper, 2001. [BibTeX]

Misc ActiveInk
Hiroaki Tobita, Jun Rekimoto.
Eurographics 2003, Short Presentation, 2003. [BibTeX]

Misc Adventures in Non-photorealism: Creating a Painterly Renderer
Mark Fashing.
Honors Thesis, College of William and Mary, May, 2001. [BibTeX]

Misc An Investigation into Real-time Automated Painterly Video Techniques
Mark Collier.
B.Sc. Dissertation, University of Bath, May, 2005. [BibTeX]

Misc Animated Teleconferencing: Video Driven Facial Animation
Ian Buck.
B.S.E. Undergraduate Thesis, June, 1999. [BibTeX]

Misc Digital Paint Systems: Historical Overview
Alvy Ray Smith.
Tech Memo 14, May 30, 1997. [BibTeX]

Misc Drawing Skeletons
Tom Brunet, Nina Amenta, Thore Karlsen.
2002. [BibTeX]

Misc Free-form Video Tooning Deformation

Author(s): Jue Wang, Ying-Qing Xu, Michael F. Cohen.
Misc: Poster on SCA2004, 2004.
[BibTeX] Find this paper on Google

Abstract:
Creating a stylized or cartoon video requires a great amount of artistic skill and a considerable amount of time. On the other hand, capturing a video of a live scene is as easy as pointing a video camera at it. Unfortunately, transforming such a natural video to a cartoon-like style is also a challenging problem. In a predecessor paper, Video Tooning to appear at SIGGRAPH this year, we show how to segment a video into temporally coherent segments. These segments are then interactively joined together into spatio-temporal semantic regions (see Figure 1). The regions are sliced in time and rendered to create a Toon style of the original video (Figures 2 and Toon, top row). Although the Video Tooning approach provides a simple means to create stylized videos, the results always directly mimic the motion in the original video. An artist may want to add exaggeration or squash and stretch effects not seen in the original video. In this abstract we demonstrate that the spatio-temporal semantic regions can be treated much like other 3D geometric shapes and subjected to freeform deformation (FFD) methods. FFD has been shown to be a very simple way to alter the overall shape of complex 3D objects by manipulating only a small number of control points that warp the space in which the object resides. We extend the FFD methodology to operate on a hierarchical collection of spatio-temporal regions. The deformation framework is also extended to respect constraints such as foot positions in a walking sequence. Once the spatio-temporal regions have been deformed, we slice them as in the previous work to render the exaggerated cartoon. We show a few results of the use of the system in Figures 3 and 2, and the accompanying video.

Misc Image-based processing of game method streams and depth-buffered video for non-photorealistic rendering
Olivier Giroux, Alexandre Denault.
2004. [BibTeX]

Misc Line Drawings from 3D Models
Szymon Rusinkiewicz, Doug DeCarlo, Adam Finkelstein.
Course Notes, SIGGRAPH 2005 Course 7, July, 2005. [BibTeX]

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