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dc.contributor.authorWinnemoller, Holgeren_US
dc.contributor.authorBangay, Shaunen_US
dc.date.accessioned2015-02-16T11:47:34Z
dc.date.available2015-02-16T11:47:34Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00590en_US
dc.description.abstractWe extend the standard solution to comic rendering with a comic-style specular component. To minimise 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.Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Image Generation: Display algorithms; I.3.7 [Computer Graphics] Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture; I.4.3 [Image Processing and Computer Vision] Enhancements: Geometric Correction.en_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleGeometric Approximations Towards Free Specular Comic Shadingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00590en_US
dc.identifier.pages309-316en_US


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