@inproceedings{Luft:2006:RWI,
optpostscript = {},
optorganization = {},
author = {Thomas Luft and Oliver Deussen},
optkey = {},
optannote = {},
optseries = {},
editor = {Doug DeCarlo and Lee Markosian},
url = {http://graphics.uni-konstanz.de/~luft/interactive_watercolor/interactive_watercolor_en.html},
address = {New York},
localfile = {papers/Luft.2006.RWI.pdf},
optisbn = {},
publisher = {ACM Press},
optkeywords = {},
optmonth = {},
optciteseer = {},
doi = {http://doi.acm.org/10.1145/1124728.1124732},
optcrossref = {},
optwww = {},
booktitle = NPAR2006,
optvolume = {},
optnumber = {},
abstract = {We present techniques to create convincing high-quality watercolor
illustrations of plants. Mainly focusing on the real-time
rendering, we introduce methods to abstract the visual and
geometrical complexity of the original 3D plant models that are
obtained from the photorealistic rendering. Additionally, we
integrate detail layers to emphasize the structure, the texture,
and the lighting. We distinguish between particle based, texture
based, and line stroke based detail primitives, which provide a
wide application range for the individual tree and plant models.
To support smooth transitions and the frame-to-frame coherence
during an animation, we introduce a so-called blurred depth test
to perform depth comparisons. This blurred depth test is utilized
for the visibility computations of the detail primitives and for
the creation of a soft shadowing effect. With our techniques, we
create an appropriate lighting and shadowing of the scene, and
achieve a high frame-to-frame coherence. For the final watercolor
appearance, we apply a formerly published approach that is
implemented using hardware shaders.},
title = {{R}eal-{T}ime {W}atercolor {I}llustrations of {P}lants {U}sing a
{B}lurred {D}epth {T}est},
year = {2006},
pages = {11--20},
}
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