@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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