Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Stylized rendering techniques for scalable real-time 3D animation
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Artistic silhouettes: a hybrid approach
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Traditional Cartoon Style 3D Computer Animation
EGUK '02 Proceedings of the 20th UK conference on Eurographics
Stylized Highlights for Cartoon Rendering and Animation
IEEE Computer Graphics and Applications
A Thin Shell Volume for Modeling Human Hair
CA '00 Proceedings of the Computer Animation
ACM SIGGRAPH 2003 Papers
An Enhanced Framework for Real-Time Hair Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Rendering complexity in computer-generated pen-and-ink illustrations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Real-time painterly rendering for MR applications
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Modelling and Animating Cartoon Hair with NURBS Surfaces
CGI '04 Proceedings of the Computer Graphics International
Real-Time Rendering of Human Hair Using Programmable Graphics Hardware
CGI '04 Proceedings of the Computer Graphics International
Sketch Interface Based Expressive Hairstyle Modelling and Rendering
CGI '04 Proceedings of the Computer Graphics International
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Real-Time Animation of Complex Hairstyles
IEEE Transactions on Visualization and Computer Graphics
Skeleton-based cartoon hair modeling using blobby model
SIGGRAPH Asia 2013 Posters
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This paper describes a new hair rendering technique for Anime characters. The overall goal is to improve current cel shaders by introducing a new hair model and hair shader. The hair renderer is based on a painterly rendering algorithm which uses a large amount of particles. The hair model is rendered twice: first for generating the silhouettes and second for shading the hair strands. In addition we also describe a modified technique for specular highlighting. Most of the rendering steps (except the specular highlighting) are performed on the GPU and take advantage of recent graphics hardware. However, since the number of particles determines the quality of the hair shader, a large number of particles is used which reduces the performance accordingly.