Hierarchical Poisson disk sampling distributions
Proceedings of the conference on Graphics interface '92
Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Strategies for effectively visualizing 3D flow with volume LIC
VIS '97 Proceedings of the 8th conference on Visualization '97
Stylized rendering techniques for scalable real-time 3D animation
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Volume illustration: non-photorealistic rendering of volume models
Proceedings of the conference on Visualization '00
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fine tone control in hardware hatching
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Non-photorealistic volume rendering using stippling techniques
Proceedings of the conference on Visualization '02
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
Estimating Curvatures and Their Derivatives on Triangle Meshes
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Automatic generation of pencil drawing using LIC
ACM SIGGRAPH 2002 conference abstracts and applications
Line-art illustration of dynamic and specular surfaces
ACM SIGGRAPH Asia 2008 papers
IEEE Transactions on Visualization and Computer Graphics
Fluid-based hatching for tone mapping in line illustrations
The Visual Computer: International Journal of Computer Graphics
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The author presents a feature-guided convolution method for rendering a 3D triangular mesh. In Their work, they compute feature directions on the vertices of a mesh and generate noise on the faces of a mesh. After projecting the directions and noise into 2D image space, the author executes convolution to render the mesh. They used three feature directions: a principal direction, the tangent of an isocurve of view-dependent features, and the tangent of an isophote curve. By controlling the value of noise, the author can produce several non-photorealistic rendering effects such as pencil drawing and hatching. This rendering process is temporally coherent and can therefore be used to create artistic styled animations.