Paint by numbers: abstract image representations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Computer-generated pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Painterly rendering with curved brush strokes of multiple sizes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Painterly rendering for video and interaction
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Line direction matters: an argument for the use of principal directions in 3D line drawings
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
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
IEEE Computer Graphics and Applications
CGI '01 Computer Graphics International 2001
Texture Synthesis for 3D Shape Representation
IEEE Transactions on Visualization and Computer Graphics
A multi-level depiction method for painterly rendering based on visual perception cue
Multimedia Tools and Applications
Hi-index | 0.00 |
We present a technique that provides a frame-to-frame coherence in 3D non-photorealistic animations. It is considered a very important subject for non-photorealistic animations to maintain frame-to-frame coherence so that the resulting frames do not randomly change every frame. We maintain coherence by using 3D particle systems. Each particle means a brush stroke in the resulting image. Since we have located particles on the object's surface, the coherence is maintained when the object or camera is moving in the scene. Of course, the coherence is maintained when camera is zooming in/out. However, the brush strokes on the surface also zoom in/out. This result in too large or too small brush strokes that are not considered hand-crafted brush strokes. Meanwhile, frame-to-frame coherence can be preserved during camera zoom in/out by dynamically managing the number of brush stroke and maintaining its size.