Generating random points in triangles
Graphics gems
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
Proceedings of the 24th 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
Painterly rendering for video and interaction
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Interactive artistic rendering
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Non-Photorealistic Rendering
Interactive watercolor rendering with temporal coherence and abstraction
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Dynamic 2D patterns for shading 3D scenes
ACM SIGGRAPH 2007 papers
NPR Gabor noise for coherent stylization
ACM SIGGRAPH 2010 Talks
A dynamic noise primitive for coherent stylization
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Hi-index | 0.00 |
We present techniques for constructing realistic canvas and paper models and for enabling interactive dynamic canvas motion. Dynamic canvas motion means that there is a correspondence between the motion of canvas features and the motion of the models in the scene. Our artificial paper is created by simulating the physical process of creating paper with many individual fibers. To enable canvas motion, fibers are associated with each of the models in the scene. At runtime, the fibers associated with visible portions of the models and background fibers are used to construct a 2D canvas. Because fibers are "tied" to the models, the motion of canvas features corresponds to the motion of each model. This allows us to match the motion field of our dynamic 2D canvas to that of the the 3D scene exactly.