Stylized Depiction of Images Based on Depth Perception
Jorge Lopez-Moreno, Jorge Jimenez, Sunil Hadap, Erik Reinhard, Ken Anjyo, Diego Gutierrez.
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering,
Emil Praun, Hugues Hoppe, Matthew Webb, Adam Finkelstein.
A Few Good Samples: Shape & Tone Depiction for Hermite RBF Implicits
Emilio Vital Brazil, Ives Ma\^cedo, Mario Costa Sousa, Luiz Velho, Luiz Henrique de Figueiredo.
Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering (NPAR'10), pp. 7--15, ACM,
Viewing Progress in Non-photorealistic Rendering through Heinlein's Lens
Amy A. Gooch, Jeremy Long, Li Ji, Anthony Estey, Bruce Gooch.
Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering (NPAR'10), pp. 165--171, ACM,
Artistic Reality: Fast Brush Stroke Stylization for Augmented Reality
Jan Fischer, Dirk Bartz, Wolfgang Straßer.
ACM Symposium on Virtual Reality Software and Technology (VRST), pp. 155--158, Monterey, November,
Illustrative Display of Hidden Iso-Surface Structures
Author(s): Jan Fischer, Dirk Bartz, Wolfgang Straßer.
Proceedings: Proceedings of IEEE Visualization (VIS'05), pp. 663--670, Minneapolis, October,
Indirect volume rendering is a widespread method for the display of volume datasets. It is based on the extraction of polygonal isosurfaces from volumetric data, which are then rendered using conventional rasterization methods. Whereas this rendering approach is fast and relatively easy to implement, it cannot easily provide an understandable display of structures occluded by the directly visible iso-surface. Simple approaches like alpha-blending for transparency when drawing the iso-surface often generate a visually complex output, which is difficult to interpret. Moreover, such methods can significantly increase the computational complexity of the rendering process. In this paper, we therefore propose a new approach for the illustrative indirect rendering of volume data in real-time. This algorithm emphasizes the silhouette of objects represented by the iso-surface. Additionally, shading intensities on objects are reproduced with a monochrome hatching technique. Using a specially designed two-pass rendering process, structures behind the front layer of the iso-surface are automatically extracted with a depth peeling method. The shapes of these hidden structures are also displayed as silhouette outlines. As an additional option, the geometry of explicitly specified inner objects can be displayed with constant translucency. Although these inner objects always remain visible, a specific shading and depth attenuation method is used to convey the depth relationships.
We describe the implementation of the algorithm, which exploits the programmability of state-of-the-art graphics processing units (GPUs). The algorithm described in this paper does not require any preprocessing of the input data or a manual defitinion of inner structures. Since the presented method works on iso-surfaces, which are stored as polygonal datasets, it can also be applied to other types of polygonal models.
Evaluation of Real-World and Computer-Generated Stylized Facial Expressions
Christian Wallraven, Heinrich H. Bülthoff, Douglas W. Cunningham, Jan Fischer, Dirk Bartz.
ACM Transactions on Applied Perception (TAP), Vol. 4, No. 3, pp. 1544--3558, November,
Skin-Aware Stylization of Video Portraits
Deirdre O'Regan, A.C. Kokaram.
Conference for Visual Media Production (CVMP '09), pp. 35--44,
Artistic Stereo Imaging by Edge Preserving Smoothing
Giuseppe Papari, Patrizio Campisi, Patrick Le Callet, Nicolai Petkov.
IEEE 13th Digital Signal Processing Workshop and 5th IEEE Signal Processing Education Workshop (DSP/SPE'09), pp. 639--642,
Artistic Edge and Corner Enhancing Smoothing
Giuseppe Papari, Nicolai Petkov, Patrizio Campisi.
IEEE Transactions on Image Processing, Vol. 16, No. 10, pp. 2449--2462, October,