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dc.contributor.authorFreudenberg, Berten_US
dc.contributor.authorMasuch, Maicen_US
dc.contributor.authorStrothotte, Thomasen_US
dc.date.accessioned2015-02-16T11:05:27Z
dc.date.available2015-02-16T11:05:27Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00511en_US
dc.description.abstractIn this paper we show how a game engine designed to generate photorealistic images can be extended to produce non-photorealistic and hybrid renditions. We introduce new hardware-based methods to accomplish pen-and-ink illustrations. The combination of the highly optimized processing of a game engine and the use of hardware for NPR algorithms yields real-time animation of pen-and-ink illustrations.The particular advance of this method is that it yields the first real-time, frame-coherent pen-and-ink animations which maintain both tone and texture.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleWalk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engineen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00511en_US
dc.identifier.pages184-192en_US


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