Title of article :
Geometric Approximations Towards Free Specular Comic Shading
Author/Authors :
HolgerWinnemoller ، نويسنده , , ShaunBangay، نويسنده ,
Issue Information :
روزنامه با شماره پیاپی سال 2002
Pages :
8
From page :
309
To page :
316
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 * 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 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 Wiley InterScience is a member of CrossRef. Cross Ref Member is a member of CrossRef. Cross Ref Member
Keywords :
Comic rendering • Cartoon rendering • Level-of-detail measure • Non-photorealistic rendering • Perspective-correction • Phong lighting • Real-time • Shading maps
Journal title :
Computer Graphics Forum
Serial Year :
2002
Journal title :
Computer Graphics Forum
Record number :
404450
Link To Document :
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