Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Deep canvas in Disney's Tarzan
ACM SIGGRAPH 99 Conference abstracts and applications
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Stylized rendering techniques for scalable real-time 3D animation
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Non-photorealistic virtual environments
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-Photorealistic Rendering
Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
IEEE Computer Graphics and Applications
Feature matching and deformation for texture synthesis
ACM SIGGRAPH 2004 Papers
Ridge-valley lines on meshes via implicit surface fitting
ACM SIGGRAPH 2004 Papers
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time pen-and-ink illustration of landscapes
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Interactive watercolor rendering with temporal coherence and abstraction
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Solid texture synthesis from 2D exemplars
ACM SIGGRAPH 2007 papers
Dynamic 2D patterns for shading 3D scenes
ACM SIGGRAPH 2007 papers
Video watercolorization using bidirectional texture advection
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2008 papers
Demarcating curves for shape illustration
ACM SIGGRAPH Asia 2008 papers
Dynamic point distribution for stroke-based rendering
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Quality assessment of fractalized NPR textures: a perceptual objective metric
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Self-similar texture for coherent line stylization
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
TexToons: practical texture mapping for hand-drawn cartoon animations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
Spatio-temporal analysis for parameterizing animated lines
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
A dynamic noise primitive for coherent stylization
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Effective browsing of long audio recordings
Proceedings of the 2nd ACM international workshop on Interactive multimedia on mobile and portable devices
Stylizing animation by example
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Stylized rendering methods, which aim at depicting 3D scenes with 2D marks such as pigments or strokes, are often faced with temporal coherence issues when applied to dynamic scenes. These issues arise from the difficulty of having to satisfy two contrary goals: ensuring that the style marks follow 3D motions while preserving their 2D appearance. In this paper we describe a new texture based method for real-time temporally coherent stylization called dynamic textures. A dynamic texture is a standard texture mapped on the object and enriched with an infinite zoom mechanism. This simple and fast mechanism maintains quasi-constant size and density of texture elements in screen space for any distance from the camera. We show that these dynamic textures can be used in many stylization techniques, enforcing the 2D appearance of the style marks while preserving the accurate 3D motion of the depicted objects. Although our infinite zoom technique can be used with both 2D or 3D textures, we focus in this paper on the 3D case (dynamic solid textures) which avoids the need for complex parameterizations of 3D surfaces. This makes dynamic textures easy to integrate in existing rendering pipelines with almost no loss in performance, as demonstrated by our implementation in a game rendering engine.