Stylized rendering techniques for scalable real-time 3D animation
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Viewpoint Selection using Viewpoint Entropy
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Artistic Composition for Image Creation
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Fast, Realistic Lighting for Video Games
IEEE Computer Graphics and Applications
Real-time obscurances with color bleeding
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Importance-Driven Focus of Attention
IEEE Transactions on Visualization and Computer Graphics
Dynamic View Selection for Time-Varying Volumes
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Realtime automatic selection of good molecular views
Computers and Graphics
Viewpoint quality: measures and applications
Computational Aesthetics'05 Proceedings of the First Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Volume composition using eye tracking data
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Multi-layered indirect texturing for tree rendering
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Hi-index | 0.00 |
Ambient occlusion is a powerful technique that mimics indirect global illumination at a fraction of the cost. In this paper, we introduce a new ambient occlusion technique based on information-theoretic concepts. A viewpoint quality measure is first defined using the concept of mutual information of the channel formed between a set of viewpoints and the polygons of an object. By reversing this channel we can speak of the mutual information of a polygon with respect to all viewpoints. From this polygonal information we represent a kind of ambient occlusion, which is dependent on the importance assigned to each viewpoint and helps to enhance features such as salient parts. Further, the assignation of color to each viewpoint combined with the polygonal information produces a nice visualization of the object. Examples are given with coloroid palettes and non-photorealistic rendering.