The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Drawing and animation using skeletal strokes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Speedlines: depicting motion in motionless pictures
ACM SIGGRAPH 99 Conference abstracts and applications
Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space
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
Simulating cartoon style animation
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
IEEE Transactions on Visualization and Computer Graphics
Temporal anti-aliasing in computer generated animation
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Modeling motion blur in computer-generated images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A hidden-surface algorithm with anti-aliasing
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Interactive digital photomontage
ACM SIGGRAPH 2004 Papers
Non-photorealistic rendering techniques for motion in computer games
Computers in Entertainment (CIE) - First anniversary issue
Depicting Dynamics Using Principles of Visual Art and Narrations
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2005 Papers
Action synopsis: pose selection and illustration
ACM SIGGRAPH 2005 Papers
Rendering cartoon-style motion cues in post-production video
Graphical Models - Special issue: Vision and computer graphics
Schematic storyboarding for video visualization and editing
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Automatic expressive deformations for implying and stylizing motion
The Visual Computer: International Journal of Computer Graphics
Motion cues for illustration of skeletal motion capture data
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Computational time-lapse video
ACM SIGGRAPH 2007 papers
A programmable system for artistic volumetric lighting
ACM SIGGRAPH 2011 papers
Real-time motion effect enhancement based on fluid dynamics in figure animation
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Scalable Programmable Motion Effects on GPUs
Computer Graphics Forum
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Although animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with motion depiction as a first-class entity within the rendering process. We extend the concept of a surface shader, which is evaluated on an infinitesimal portion of an object's surface at one instant in time, to that of a programmable motion effect, which is evaluated with global knowledge about all portions of an object's surface that pass in front of a pixel during an arbitrary long sequence of time. With this added information, our programmable motion effects can decide to color pixels long after (or long before) an object has passed in front of them. In order to compute the input required by the motion effects, we propose a 4D data structure that aggregates an object's movement into a single geometric representation by sampling an object's position at different time instances and connecting corresponding edges in two adjacent samples with a bilinear patch. We present example motion effects for various styles of speed lines, multiple stroboscopic images, temporal offsetting, and photorealistic and stylized blurring on both simple and production examples.