Author/Authors :
HolgerWinnemoller ، نويسنده , , ShaunBangay، نويسنده ,
Abstract :
Computer Graphics Forum
Computer Graphics Forum
Volume 21 Issue 3, Pages 309 - 316
Published Online: 6 May 2003
Journal compilation © 2010 The Eurographics Association and Blackwell Publishing
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Abstract | References | Full Text: HTML, PDF (Size: 547K) | Related Articles | Citation Tracking
Non-Photorealistic Rendering Styles
Geometric Approximations Towards Free Specular Comic Shading
HolgerWinnemöller and ShaunBangay
Dept. of Computer Science, Rhodes University, PO Box 6140, Grahamstown, South Africa
Correspondence to hwinnemo@cs.uct.ac.za
Correspondence to s.bangay@ru.ac.za
1 See Section 3.6 to see why we include the lighting calculations in the orientation determination.
2 Tested on Intel® PentiumII 500Mhz with GeForce 256®
3 The expected value depends on object symmetry and relative positions and orientation of object to viewer.
Copyright The Eurographics Association and Blackwell Publishers Ltd 2002.
KEYWORDS
Comic rendering • Cartoon rendering • Level-of-detail measure • Non-photorealistic rendering • Perspective-correction • Phong lighting • Real-time • Shading maps
ABSTRACT
Abstract
We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.
Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction.
DIGITAL OBJECT IDENTIFIER (DOI)
10.1111/1467-8659.00590 About DOI
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Wiley InterScience
Computer Graphics Forum
Computer Graphics Forum
Volume 21 Issue 3, Pages 309 - 316
Published Online: 6 May 2003
Journal compilation © 2010 The Eurographics Association and Blackwell Publishing
* Get Sample Copy
* Recommend to Your Librarian
* Save journal to My Profile
* Set E-Mail Alert
* Email this page
* Print this page
* RSS web feed (What is RSS?)
< Previous Abstract | Next Abstract >
Save Article to My Profile Download Citation Request Permissions
Abstract | References | Full Text: HTML, PDF (Size: 547K) | Related Articles | Citation Tracking
Non-Photorealistic Rendering Styles
Geometric Approximations Towards Free Specular Comic Shading
HolgerWinnemöller and ShaunBangay
Dept. of Computer Science, Rhodes University, PO Box 6140, Grahamstown, South Africa
Correspondence to hwinnemo@cs.uct.ac.za
Correspondence to s.bangay@ru.ac.za
1 See Section 3.6 to see why we include the lighting calculations in the orientation determination.
2 Tested on Intel® PentiumII 500Mhz with GeForce 256®
3 The expected value depends on object symmetry and relative positions and orientation of object to viewer.
Copyright The Eurographics Association and Blackwell Publishers Ltd 2002.
KEYWORDS
Comic rendering • Cartoon rendering • Level-of-detail measure • Non-photorealistic rendering • Perspective-correction • Phong lighting • Real-time • Shading maps
ABSTRACT
Abstract
We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.
Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction.
DIGITAL OBJECT IDENTIFIER (DOI)
10.1111/1467-8659.00590 About DOI
Related Articles
* Find other articles like this in Wiley InterScience
* Find articles in Wiley InterScience written by any of the authors
Request ReprintReprint Request
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