Real-time halftoning: a primitive for non-photorealistic shading

  • Authors:
  • Bert Freudenberg;Maic Masuch;Thomas Strothotte

  • Affiliations:
  • Institut für Simulation und Graphik, Otto-von-Guericke-Universität Magdeburg, Magdeburg, Germany;Institut für Simulation und Graphik, Otto-von-Guericke-Universität Magdeburg, Magdeburg, Germany;Institut für Simulation und Graphik, Otto-von-Guericke-Universität Magdeburg, Magdeburg, Germany

  • Venue:
  • EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
  • Year:
  • 2002

Quantified Score

Hi-index 0.00

Visualization

Abstract

We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink style drawings using prioritized stroke textures. Since monitor resolution is limited we employ a smooth threshold function that provides stroke antialiasing.By applying the halftone screen in texture space and evaluating the threshold function for each pixel we can influence the shading on a pixel-by-pixel basis. This enables many effects to be used, including indication mapping and individual stroke lighting. Our real-time halftoning method is a drop-in replacement for conventional multitexturing and runs on commodity hardware. Thus, it is easy to integrate in existing applications, as we demonstrate with an artistically rendered level in a game engine.