A Painterly Approach to Human Skin
Peter-Pike J. Sloan, Bruce Gooch, Bill Martin, Amy A. Gooch, Louise Bell.
Short Research paper,
2001. [BibTeX]
ActiveInk
Hiroaki Tobita, Jun Rekimoto.
Eurographics 2003, Short Presentation,
2003. [BibTeX]
Adventures in Non-photorealism: Creating a Painterly Renderer
Mark Fashing.
Honors Thesis, College of William and Mary, May,
2001. [BibTeX]
An Investigation into Real-time Automated Painterly Video Techniques
Mark Collier.
B.Sc. Dissertation, University of Bath, May,
2005. [BibTeX]
Animated Teleconferencing: Video Driven Facial Animation
Ian Buck.
B.S.E. Undergraduate Thesis, June,
1999. [BibTeX]
Digital Paint Systems: Historical Overview
Alvy Ray Smith.
Tech Memo 14, May 30,
1997. [BibTeX]
Drawing Skeletons
Tom Brunet, Nina Amenta, Thore Karlsen.
2002. [BibTeX]
Free-form Video Tooning Deformation
Jue Wang, Ying-Qing Xu, Michael F. Cohen.
Poster on SCA2004,
2004. [BibTeX]
Image-based processing of game method streams and depth-buffered video for non-photorealistic rendering
Author(s): Olivier Giroux, Alexandre Denault.
Misc:
2004.
[BibTeX]
Abstract:
The addition of vertex and pixel programs to modern graphics processors has greatly expanded the space of problems tractable on inexpensive computers. Programmers can now offload highly-parallelizable and compute-intensive task to this massively parallel infrastructure. However, much of this power remains untapped as we have yet to explore many emerging applications and the exponential space of possibilities. The objective of this project is to explore programmable pixel shading technology to apply arbitrary nonphotorealistic rendering to modern games and depth-buffered video streams. This paper also describes what kind of overhead these nonphotorealistic effects add to the display process. Finally, this paper presents two different implementations of toon shading using pixel shaders.
Line Drawings from 3D Models
Szymon Rusinkiewicz, Doug DeCarlo, Adam Finkelstein.
Course Notes, SIGGRAPH 2005 Course 7, July,
2005. [BibTeX]