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[ND+03b]  Edge-Enhancement -- An Algorithm for Real-Time Non-Photorealistic Rendering

Nienhaus:2003:EEA (Article)
Author(s)Nienhaus M. and Döllner J.
Title« Edge-Enhancement -- An Algorithm for Real-Time Non-Photorealistic Rendering »
JournalJournal of WSCG
Volume11
Number2
Page(s)346--353
Year2003
URLhttp://www.hpi.uni-potsdam.de/~doellner/nienhaus/edgeenhancement.html

Abstract
In this paper, we propose an algorithm for enhancing edges of real-time non-photorealistic renderings. It is based on the edge map, a 2D texture that encodes visually important edges of 3D scene objects, and includes silhouette edges, border edges, and crease edges. The edge map allows us to derive and augment a wide range of nonphotorealistic rendering styles. Furthermore, the algorithm is designed to be orthogonal to complementary realtime rendering techniques. The implementation is based on multipass rendering: First, we extract geometrical properties of 3D scene objects generating image-space data similar to G-buffers. Next, we extract discontinuities in the image-space data using common graphics hardware to emulate image-processing operations. In subsequent rendering passes, the algorithm applies texture mapping to combine the edge map with 3D scene objects.

BibTeX code
@article{Nienhaus:2003:EEA,
  www = {http://wscg.zcu.cz/wscg2003/Papers_2003/D73.pdf},
  number = {2},
  optnote = {},
  author = {Marc Nienhaus and J{\"u}rgen D{\"o}llner},
  optkey = {},
  url = {http://www.hpi.uni-potsdam.de/~doellner/nienhaus/edgeenhancement.html},
  localfile = {papers/Nienhaus.2003.EEA.pdf},
  optmonth = {},
  journal = {Journal of WSCG},
  citeseer = {http://citeseer.nj.nec.com/576358.html},
  volume = {11},
  optdoi = {},
  optstatus = {},
  title = {{E}dge-{E}nhancement -- {A}n {A}lgorithm for {R}eal-{T}ime
           {N}on-{P}hotorealistic {R}endering},
  abstract = {In this paper, we propose an algorithm for enhancing edges of
              real-time non-photorealistic renderings. It is based on the edge
              map, a 2D texture that encodes visually important edges of 3D
              scene objects, and includes silhouette edges, border edges, and
              crease edges. The edge map allows us to derive and augment a wide
              range of nonphotorealistic rendering styles. Furthermore, the
              algorithm is designed to be orthogonal to complementary realtime
              rendering techniques. The implementation is based on multipass
              rendering: First, we extract geometrical properties of 3D scene
              objects generating image-space data similar to G-buffers. Next, we
              extract discontinuities in the image-space data using common
              graphics hardware to emulate image-processing operations. In
              subsequent rendering passes, the algorithm applies texture mapping
              to combine the edge map with 3D scene objects.},
  pages = {346--353},
  year = {2003},
}

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