@inproceedings{Diepstraten:2004:IRR,
opteditor = {},
optpostscript = {},
www =
{http://www.vis.uni-stuttgart.de/eng/research/pub/pub2004/giwgc04-diepstraten.pdf},
optnote = {},
optaddress = {},
author = {Joachim Diepstraten and Thomas Ertl},
optkey = {},
optannote = {},
optseries = {},
url = {http://www.vis.uni-stuttgart.de/eng/research/pub/pub2004/index.html#giwgc04-diepstraten},
localfile = {papers/Diepstraten.2004.IRR.pdf},
optpublisher = {},
optisbn = {},
organization = {GI -- Gesellschaft f{\"u}r Informatik},
optmonth = {},
optciteseer = {},
optdoi = {},
optcrossref = {},
booktitle = {Proceedings of GI Workshop ``Methoden und Werkzeuge
zuk{\"u}nftiger Computerspiele '04''},
optvolume = {},
optnumber = {},
abstract = {We present an extension to common realtime toon/cel-shading
rendering techniques for treating reflective and transparent
surfaces in a 3D toon-shading environment. Our approach takes
advantage of multi texturing hardware and simple fragment and
vertex shader programs. This allows a broad usage on todays gaming
platforms.},
title = {{I}nteractive {R}endering of {R}eflective and {T}ransmissive
{S}urfaces in {3D} {T}oon {S}hading},
year = {2004},
pages = {144--148},
}
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