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[XGC+05]  Abstraction and Depiction of Sparsely Scanned Outdoor Environments

Xu:2005:ADS (In proceedings)
Author(s)Xu H., Gossett N. and Chen B.
Title« Abstraction and Depiction of Sparsely Scanned Outdoor Environments »
InProceedings of the First Eurographics Workshop on Computational Aesthetics in Graphics, Visualization and Imaging 2005 (May 18--20, 2005, Girona, Spain)
Editor(s)László Neumann and Mateu Sbert Casasayas and Bruce Gooch and Werner Purgathofer
Page(s)19--27
Year2005
PublisherEurographics Association
AddressAire-la-Ville, Switzerland
Editor(s)László Neumann and Mateu Sbert Casasayas and Bruce Gooch and Werner Purgathofer

Abstract
This paper describes various techniques and applications of rendering three-dimensionally digitized outdoor environments in non-photorealistic rendering styles. The difficulty in rendering outdoor environments is accommodating their inaccuracy, incompleteness, and large size to deliver a smooth animation without suggesting the underlying data deficiency. Standard rendering approaches often expose and inadvertently emphasize missing and noisy data, producing unpleasant images. Our use of non-photorealistic rendering allows us to de-emphasize these problems and produce aesthetically pleasing images. The key approach discussed in this paper employs artistic drawing techniques to illustrate features of varying importance and accuracy. We use point-based representations of the scanned environments and operate directly on the point-based models for abstraction and rendering. We develop a unified framework for producing sketchy, profile, painterly, cartoon, and intermingled styles. We describe a level-of-detail data structure, the continuous resolution queue, to promise coherent and consistent animation. We also leverage modern graphics hardware to achieve interactive rendering of large scenes.

BibTeX code
@inproceedings{Xu:2005:ADS,
  optpostscript = {},
  optorganization = {Eurographics},
  author = {Hui Xu and Nathan Gossett and Baoquan Chen},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {L{\'a}szl{\'o} Neumann and Mateu Sbert Casasayas and Bruce Gooch and
            Werner Purgathofer},
  address = {Aire-la-Ville, Switzerland},
  localfile = {papers/Xu.2005.ADS.pdf},
  optisbn = {},
  publisher = {Eurographics Association},
  optkeywords = {},
  doi = {http://dx.doi.org/10.2312/COMPAESTH/COMPAESTH05/019-027},
  optmonth = {},
  optciteseer = {},
  opturl =
            {http://www.eg.org/EG/DL/WS/COMPAESTH/COMPAESTH05/019-027.pdf.abstract.pdf;internal&action=paperabstract.action},
  optcrossref = {},
  optwww = {},
  booktitle = {Proceedings of the First Eurographics Workshop on Computational
               Aesthetics in Graphics, Visualization and Imaging 2005 (May
               18--20, 2005, Girona, Spain)},
  optvolume = {},
  optnumber = {},
  abstract = {This paper describes various techniques and applications of
              rendering three-dimensionally digitized outdoor environments in
              non-photorealistic rendering styles. The difficulty in rendering
              outdoor environments is accommodating their inaccuracy,
              incompleteness, and large size to deliver a smooth animation
              without suggesting the underlying data deficiency. Standard
              rendering approaches often expose and inadvertently emphasize
              missing and noisy data, producing unpleasant images. Our use of
              non-photorealistic rendering allows us to de-emphasize these
              problems and produce aesthetically pleasing images. The key
              approach discussed in this paper employs artistic drawing
              techniques to illustrate features of varying importance and
              accuracy. We use point-based representations of the scanned
              environments and operate directly on the point-based models for
              abstraction and rendering. We develop a unified framework for
              producing sketchy, profile, painterly, cartoon, and intermingled
              styles. We describe a level-of-detail data structure, the
              continuous resolution queue, to promise coherent and consistent
              animation. We also leverage modern graphics hardware to achieve
              interactive rendering of large scenes.},
  title = {{A}bstraction and {D}epiction of {S}parsely {S}canned {O}utdoor
           {E}nvironments},
  year = {2005},
  pages = {19--27},
}

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