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[SRL+06]  Generating Comics from 3D Interactive Computer Graphics

Shamir:2006:CG3 (Article)
Author(s)Shamir A., Rubinstein M. and Levinboim T.
Title« Generating Comics from 3D Interactive Computer Graphics »
JournalIEEE Computer Graphics and Applications
Volume26
Number3
Page(s)53--61
Year2006

Abstract
There are times when computer graphics is required to be succinct and simple. Carefully chosen simplified and static images can portray a story narration as effectively as 3D photorealistic dynamic graphics. This article presents an automatic system that transforms dynamic graphics originating from interactions in a computer game's 3D virtual world into a sequence of static comic images. The system traces events during the interaction and then analyzes and breaks them into scenes. Based on user-defined parameters of point-of-view and story granularity it chooses specific time-frames to create static images, renders them, and applies postprocessing to reduce their cluttering. Our system extends the principle of intelligent reduction-of-details from the spatial to the temporal domain by choosing important events and depicting them visually. The end result is a sequence of comic images that summarize the main happenings in the game and present them in a coherent but concise manner.

BibTeX code
@article{Shamir:2006:CG3,
  optpostscript = {},
  number = {3},
  month = {may/jun},
  author = {Ariel Shamir and Michael Rubinstein and Tomer Levinboim},
  optkey = {},
  optannote = {},
  localfile = {papers/Shamir.2006.CG3.pdf},
  optkeywords = {},
  doi = {http://dx.doi.org/10.1109/MCG.2006.58},
  optciteseer = {},
  journal = j-IEEE-CGA,
  opturl = {http://doi.ieeecomputersociety.org/10.1109/MCG.2006.58},
  volume = {26},
  optwww = {},
  title = {{G}enerating {C}omics from {3D} {I}nteractive {C}omputer {G}raphics},
  abstract = {There are times when computer graphics is required to be succinct
              and simple. Carefully chosen simplified and static images can
              portray a story narration as effectively as 3D photorealistic
              dynamic graphics. This article presents an automatic system that
              transforms dynamic graphics originating from interactions in a
              computer game's 3D virtual world into a sequence of static comic
              images. The system traces events during the interaction and then
              analyzes and breaks them into scenes. Based on user-defined
              parameters of point-of-view and story granularity it chooses
              specific time-frames to create static images, renders them, and
              applies postprocessing to reduce their cluttering. Our system
              extends the principle of intelligent reduction-of-details from the
              spatial to the temporal domain by choosing important events and
              depicting them visually. The end result is a sequence of comic
              images that summarize the main happenings in the game and present
              them in a coherent but concise manner.},
  pages = {53--61},
  year = {2006},
}

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