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[SRD+06]  Enhanced Cartoon and Comic Rendering

Spindler:2006:ECC (In proceedings)
Author(s)Spindler M., Röber N., Döhring R. and Masuch M.
Title« Enhanced Cartoon and Comic Rendering »
InProceedings of Eurographics 2006, Short Papers
Editor(s)Dieter Fellner and Charles Hansen
Page(s)141--144
Year2006
PublisherEUROGRAPHICS
AddressAire-la-Ville, Switzerland
URLhttp://www.eg.org/EG/DL/Conf/EG2006/short/141-144.pdf.abstract.pdf;internal&action=paperabstract.action
Editor(s)Dieter Fellner and Charles Hansen

Abstract
In this work we present an extension to common cel shading techniques, and describe four new cartoon-like rendering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, and pseudo edges. Our work was mainly motivated by the rich set of stylistic elements and expressional possibilities within the medium comic. In particular, we were inspired by Miller's ``Sin City'' and McFarlane's ``Spawn''. We designed algorithms for these styles, developed a real-time implementation and integrated it into a regular 3D game engine.

BibTeX code
@inproceedings{Spindler:2006:ECC,
  optpostscript = {},
  optorganization = {},
  author = {Martin Spindler and Niklas R{\"o}ber and Robert D{\"o}hring and Maic
            Masuch},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {Dieter Fellner and Charles Hansen},
  url = {http://www.eg.org/EG/DL/Conf/EG2006/short/141-144.pdf.abstract.pdf;internal&action=paperabstract.action},
  address = EGAdr,
  localfile = {papers/Spindler.2006.ECC.pdf},
  optisbn = {},
  publisher = EGPub,
  optkeywords = {},
  optmonth = {},
  optciteseer = {},
  optdoi = {},
  optcrossref = {},
  optwww = {},
  booktitle = EUROGRAPHICS2006Abstr,
  optvolume = {},
  optnumber = {},
  abstract = {In this work we present an extension to common cel shading
              techniques, and describe four new cartoon-like rendering styles
              applicable for real-time implementations: stylistic shadows,
              double contour lines, soft cel shading, and pseudo edges. Our work
              was mainly motivated by the rich set of stylistic elements and
              expressional possibilities within the medium comic. In particular,
              we were inspired by Miller's ``Sin City'' and McFarlane's
              ``Spawn''. We designed algorithms for these styles, developed a
              real-time implementation and integrated it into a regular 3D game
              engine.},
  title = {{E}nhanced {C}artoon and {C}omic {R}endering},
  year = {2006},
  pages = {141--144},
}

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