Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive technical illustration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
The edge buffer: a data structure for easy silhouette rendering
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Non-Photorealistic Rendering
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
Hardware-determined feature edges
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Cartoon rendering of smoke animations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
A method for cartoon-style rendering of liquid animations
GI '07 Proceedings of Graphics Interface 2007
Interactive Cartoon Rendering and Sketching of Clouds and Smoke
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Cartoon Animation Style Rendering of Water
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Vector fluid: a vector graphics depiction of surface flow
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Extended papers from NPAR 2010: Vector graphics depicting marbling flow
Computers and Graphics
Mid-level smoke control for 2D animation
Proceedings of Graphics Interface 2011
Stylized vector art from 3D models with region support
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
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We describe an algorithm for rendering animated smoke particle systems in a cartoon style. This style includes outlines and cel-shading. For efficient self-shadowing effects, we introduce nailboard shadow volumes that create complex shadows from few polygons. Including shadows, the renderer draws only three polygons per particle and entirely avoids the latency of depth buffer readback.We combine the renderer with a fast simulator that generates the phenomenology of real smoke but has artistically controllable parameters. Together they produce real-time interactive smoke animations at over 30 fps. Thus our algorithm is well-suited to applications where interactive performance and expressive power are preferred to realism; for example, video games and rapid development of animation.