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[MMK+00]  Art-based Rendering with Continouous Levels of Detail

Markosian:2000:ABR (In proceedings)
Author(s)Markosian L., Meier B., Kowalski M., Holden L., Northrup and Hughes J.
Title« Art-based Rendering with Continouous Levels of Detail »
InProceedings of the First International Symposium on Non-Photorealistic Animation and Rendering (NPAR 2000, Annecy, France, June 5--7, 2000)
Editor(s)Jean-Daniel Fekete and David Salesin
Page(s)59--64
Year2000
PublisherACM Press
AddressNew York
Editor(s)Jean-Daniel Fekete and David Salesin

Abstract
In previous work [6], we presented an algorithm for rendering virtual scenes using art-based styles. We demonstrated the ability to render fur, grass, and trees in a stylized manner that evoked the complexity of these textures without representing all their components explicitly. We achieved this with stroke-based procedural textures that generated detail elements, or graftals, just as needed. Our implementation had several drawbacks. First, each new graftal texture required a procedural implementation that included writing code. Also, graftals were regenerated in each frame in a way that led to excessive introduction and elimination of graftals even for small changes in camera parameters. Lastly, our system provided no way to continuously vary the properties of graftals, including color, size, or stroke width. Such an ability could be used to achieve better frame-to-frame coherence, or more generally to animate graftals.

BibTeX code
@inproceedings{Markosian:2000:ABR,
  optnote = {},
  optorganization = {},
  author = {Lee Markosian and Barbara J. Meier and Michael A. Kowalski and
            Loring S. Holden and J. D. Northrup and John F. Hughes},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {Jean-Daniel Fekete and David Salesin},
  address = {New York},
  localfile = {papers/Markosian.2000.ABR.pdf},
  publisher = {ACM Press},
  doi = {http://doi.acm.org/10.1145/340916.340924},
  optmonth = {},
  citeseer = {http://citeseer.nj.nec.com/markosian00artbased.html},
  optcrossref = {},
  booktitle = NPAR2000,
  optstatus = {OK},
  optvolume = {},
  optnumber = {},
  title = {{A}rt-based {R}endering with {C}ontinouous {L}evels of {D}etail},
  abstract = {In previous work [6], we presented an algorithm for rendering
              virtual scenes using art-based styles. We demonstrated the ability
              to render fur, grass, and trees in a stylized manner that evoked
              the complexity of these textures without representing all their
              components explicitly. We achieved this with stroke-based
              procedural textures that generated detail elements, or graftals,
              just as needed. Our implementation had several drawbacks. First,
              each new graftal texture required a procedural implementation that
              included writing code. Also, graftals were regenerated in each
              frame in a way that led to excessive introduction and elimination
              of graftals even for small changes in camera parameters. Lastly,
              our system provided no way to continuously vary the properties of
              graftals, including color, size, or stroke width. Such an ability
              could be used to achieve better frame-to-frame coherence, or more
              generally to animate graftals.},
  year = {2000},
  pages = {59--64},
}

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