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[WB+02]  Geometric Approximations Towards Free Specular Comic Shading

Winnemoeller:2002:GAT (Article)
Author(s)Winnemöller H. and Bangay S.
Title« Geometric Approximations Towards Free Specular Comic Shading »
JournalComputer Graphics Forum (Proceedings of Eurographics 2002, Saarbrücken, Germany, September 2--6, 2002)
Volume21
Number3
Page(s)309--316
Year2002
AddressOxford
URLhttp://www.eg.org/EG/CGF/volume21/issue3/abstracts/CGF590.HTML
Editor(s)George Drettakis and Hans-Peter Seidel

Abstract
We extend the standard solution to comic rendering with a comic-style specular component. To minimize the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component

BibTeX code
@article{Winnemoeller:2002:GAT,
  number = {3},
  month = sep,
  optnote = {},
  author = {Holger Winnem{\"o}ller and Shaun Bangay},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {George Drettakis and Hans-Peter Seidel},
  url = {http://www.eg.org/EG/CGF/volume21/issue3/abstracts/CGF590.HTML},
  address = {Oxford},
  localfile = {papers/Winnemoeller.2002.GAT.pdf},
  publisher = {Blackwell Publishers},
  organization = {The Eurographics Associaltion},
  doi = {http://dx.doi.org/10.1111/1467-8659.00590},
  journal = EUROGRAPHICS2002,
  volume = {21},
  optcrossref = {},
  booktitle = {Proceedings of Eurographics 2002 (Saarbr{\"u}cken, Germany, sep
               2002)},
  optstatus = {OK},
  title = {{G}eometric {A}pproximations {T}owards {F}ree {S}pecular {C}omic
           {S}hading},
  abstract = {We extend the standard solution to comic rendering with a
              comic-style specular component. To minimize the computational
              overhead associated with this extension, we introduce two
              optimising approximations; the perspective correction angle and
              the vertex face-orientation measure. Both of these optimisations
              are generally applicable, but they are especially well suited for
              applications where a physically correct lighting simulation is not
              required. Using our optimisations we achieve performances
              comparable to the standard solution. As our approximations favour
              large models, we even outperform the standard approach for models
              consisting of 10,000 triangles or more, which we can render
              exceeding 40 frames per second, including the specular component},
  year = {2002},
  pages = {309--316},
}

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