Non-Photorealistic Computer Graphics Library

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Found 134 item(s) authored in "2004".
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Proceedings A Novel Approach to Cartoon Style Rendering of an Image with an Approximated Crayon Texture
Priti Sehgal, P. S. Grover.
International Conference on Computer Graphics, Imaging and Visualization (CGIV'04), pp. 82--88, July, 2004. [BibTeX]

PhD Thesis A 2.5D Modelling and Animation Framework Supporting Computer Assisted Traditional Animation
Fabian Di Fiore.
School of Information Technology, Transnational University of Limburg, June, 2004. [BibTeX]

Proceedings A Framework for Multiperspective Rendering
Jingyi Yu, Leonard McMillan.
Eurographics Symposium on Rendering, Norrkoping, Sweden, 2004. [BibTeX]

Proceedings A Mid-level Description of Video, with Application to Non-photorealistic Animation
John P. Collomosse, Peter M. Hall.
15th British Machine Vision Conference (BMVC), Vol. 1, pp. 7--16, Kingston, U.K., September, 2004. [BibTeX]

Proceedings A proposed Glass-Painting Filter
Priti Sehgal, P. S. Grover.
Fourth Indian Conference on Computer Vision, Graphics & Image Processing (ICVGIP'04), Kolkata, India, December 16-18, 2004. [BibTeX]

Master Thesis A shader based approach to painterly rendering
Kaushik Pal.
Texas A&M University, 2004. [BibTeX]

Proceedings A survey of silhouette detection techniques for non-photorealistic rendering
Wang Ao-yu, Tang Min, Dong Jin-xiang.
Third International Conference on Image and Graphics (ICIG'04), pp. 434--437, December, 2004. [BibTeX]

Proceedings A System for View-Dependent Animation

Author(s): Parag Chaudhuri, Prem Kalra, Subhashis Banerjee.
Proceedings: Eurographics 2004, 2004.
[BibTeX] Find this paper on Google

In this paper, we present a novel system for facilitating the creation of stylized view-dependent 3D animation. Our system harnesses the skill and intuition of a traditionally trained animator by providing a convivial sketch based 2D to 3D interface. A base mesh model of the character can be modified to match closely to an input sketch, with minimal user interaction. To do this, we recover the best camera from the intended view direction in the sketch using robust computer vision techniques. This aligns the mesh model with the sketch. We then deform the 3D character in two stages - first we reconstruct the best matching skeletal pose from the sketch and then we deform the mesh geometry. We introduce techniques to incorporate deformations in the view-dependent setting. This allows us to set up view-dependent models for animation.

Proceedings A Versatile Interactive 3D Brush Model
William Baxter, Ming C. Lin.
12th Pacific Conference on Computer Graphics and Applications (PG'04), October, 2004. [BibTeX]

Article A Viscous Paint Model for Interactive Applications
William Baxter, Yuanxin Liu, Ming C. Lin.
The Computer Animation and Social Agents Conference (CASA), Vol. 15, No. 3-4, pp. 433--441, July, 2004. [BibTeX]

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