2002
DOI: 10.1145/566654.566648
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Abstract: We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a "brush" style, then draws strokes over the model from one or more viewpoints. When the system renders the scene from any new viewpoint, it adapts the number and placement of the strokes appropriately to maintain the original look.

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Cited by 150 publications
(111 citation statements)
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References 31 publications
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“…There are a variety of rendering techniques for drawing lines extracted from 3D shapes, focusing on stylization [Northrup and Markosian 2000;Kalnins et al 2002], visibility test , and temporal coherence [Kalnins et al 2003;Bénard et al 2010;Bénard et al 2012]. In this paper, we build on existing stylization methods to provide stereo coherence for stylized lines between two views.…”
Section: Related Workmentioning
confidence: 99%
“…There are a variety of rendering techniques for drawing lines extracted from 3D shapes, focusing on stylization [Northrup and Markosian 2000;Kalnins et al 2002], visibility test , and temporal coherence [Kalnins et al 2003;Bénard et al 2010;Bénard et al 2012]. In this paper, we build on existing stylization methods to provide stereo coherence for stylized lines between two views.…”
Section: Related Workmentioning
confidence: 99%
“…Second, for most applications, artists and end users need better tools for controlling styles, in between setting parameters of a painting algorithm (which may give too little control) and painting all strokes manually (which is very labor intensive). The work of Kalnins et al 20 gives an excellent example of artistic control over a specific type of SBR.…”
Section: Resultsmentioning
confidence: 99%
“…In order to obtain the accurate line visibility, hybrid approaches such as an ID reference buffer [15], an item buffer [16][17][18], or a depth buffer [19] are used to link adjacent paths using the connectivity of the extracted lines. However, simple heuristics based on distances and angles must be defined to solve ambiguities at line intersections, which lead to popping and overlaps in the stylized animation.…”
Section: Related Workmentioning
confidence: 99%