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[CL+06b]  Rendering Stylized Highlights Using Projective Textures

Choi:2006:RSH (Article)
Author(s)Choi J.J. and Lee H.J.
Title« Rendering Stylized Highlights Using Projective Textures »
JournalThe Visual Computer
Volume22
Number9--11
Page(s)805--813
Year2006

Abstract
We present a method to render and control stylized highlights using projective textures for real-time applications. For each vertex of a given 3D model, we compute principal directions and their corresponding principal curvatures in the preprocessing step. We find the maximum specular intensity point on the surface of the model and compute the principal directions and curvatures at the point by bilinear interpolation. The position, orientation, and projection frustum of a texture projector are determined by the principal directions and curvatures at the point. Using a simple culling method, we reduce the number of triangles to compute the principal directions and curvatures. We can control the shape, size, position, and orientation of a stylized highlight in an easy, fast, and intuitive manner. We discuss the limitations of our method and also give approximate solutions for some limitations.

BibTeX code
@article{Choi:2006:RSH,
  optpostscript = {},
  number = {9--11},
  month = sep,
  author = {Jung-Ju Choi and Hwan-Jik Lee},
  optkey = {},
  optannote = {},
  localfile = {papers/Choi.2006.RSH.pdf},
  optkeywords = {},
  doi = {http://dx.doi.org/10.1007/s00371-006-0070-y},
  optciteseer = {},
  journal = j-TVC,
  opturl = {},
  volume = {22},
  optwww = {},
  title = {{R}endering {S}tylized {H}ighlights {U}sing {P}rojective {T}extures},
  abstract = {We present a method to render and control stylized highlights
              using projective textures for real-time applications. For each
              vertex of a given 3D model, we compute principal directions and
              their corresponding principal curvatures in the preprocessing
              step. We find the maximum specular intensity point on the surface
              of the model and compute the principal directions and curvatures
              at the point by bilinear interpolation. The position, orientation,
              and projection frustum of a texture projector are determined by
              the principal directions and curvatures at the point. Using a
              simple culling method, we reduce the number of triangles to
              compute the principal directions and curvatures. We can control
              the shape, size, position, and orientation of a stylized highlight
              in an easy, fast, and intuitive manner. We discuss the limitations
              of our method and also give approximate solutions for some
              limitations.},
  pages = {805--813},
  year = {2006},
}

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