Computer-generated pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Orientable textures for image-based pen-and-ink illustration
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Line direction matters: an argument for the use of principal directions in 3D line drawings
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Proceedings of the 27th 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
WYSIWYG NPR: drawing strokes directly on 3D models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-time halftoning: a primitive for non-photorealistic shading
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
The perception of the image world
The perception of the image world
Frame-to-Frame Coherent Halftoning in Image Space
TPCG '04 Proceedings of the Theory and Practice of Computer Graphics 2004 (TPCG'04)
OpenGL(R) Shading Language (2nd Edition)
OpenGL(R) Shading Language (2nd Edition)
Real-time watercolor illustrations of plants using a blurred depth test
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Real-time pen-and-ink illustration of landscapes
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Interactive watercolor rendering with temporal coherence and abstraction
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
A generative model for dynamic canvas motion
Computational Aesthetics'05 Proceedings of the First Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Stratified point sampling of 3D models
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
ACM SIGGRAPH 2008 classes
Line-art illustration of dynamic and specular surfaces
ACM SIGGRAPH Asia 2008 papers
Dynamic solid textures for real-time coherent stylization
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Laplacian lines for real-time shape illustration
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Quality assessment of fractalized NPR textures: a perceptual objective metric
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Painterly animation using video semantics and feature correspondence
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
TexToons: practical texture mapping for hand-drawn cartoon animations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
A dynamic noise primitive for coherent stylization
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Technical Section: Interactive example-based hatching
Computers and Graphics
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We describe a new way to render 3D scenes in a variety of non-photorealistic styles, based on patterns whose structure and motion are defined in 2D. In doing so, we sacrifice the ability of patterns that wrap onto 3D surfaces to convey shape through their structure and motion. In return, we gain several advantages, chiefly that 2D patterns are more visually abstract - a quality often sought by artists, which explains their widespread use in hand-drawn images. Extending such styles to 3D graphics presents a challenge: how should a 2D pattern move? Our solution is to transform it each frame by a 2D similarity transform that closely follows the underlying 3D shape. The resulting motion is often surprisingly effective, and has a striking cartoon quality that matches the visual style.