dc.contributor.author | Xu, Hui | en_US |
dc.contributor.author | Gossett, Nathan | en_US |
dc.contributor.author | Chen, Baoquan | en_US |
dc.contributor.editor | Laszlo Neumann and Mateu Sbert and Bruce Gooch and Werner Purgathofer | en_US |
dc.date.accessioned | 2013-10-22T07:40:19Z | |
dc.date.available | 2013-10-22T07:40:19Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 3-905673-27-4 | en_US |
dc.identifier.issn | 1816-0859 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/COMPAESTH/COMPAESTH05/019-027 | en_US |
dc.description.abstract | This paper describes various techniques and applications of rendering three-dimensionally digitized outdoor en- vironments in non-photorealistic rendering styles. The difficulty in rendering outdoor environments is accommodating their inaccuracy, incompleteness, and large size to deliver a smooth animation without suggesting the underlying data deficiency. Standard rendering approaches often expose and inadvertently emphasize missing and noisy data, producing unpleasant images. Our use of non-photorealistic rendering allows us to de-emphasize these problems and produce aesthetically pleasing images. The key approach discussed in this paper employs artistic drawing techniques to illustrate features of varying importance and accuracy. We use point-based representations of the scanned environments and operate directly on the point-based models for abstraction and rendering. We de- velop a unified framework for producing sketchy, profile, painterly, cartoon, and intermingled styles. We describe a level-of-detail data structure, the continuous resolution queue, to promise coherent and consistent animation. We also leverage modern graphics hardware to achieve interactive rendering of large scenes. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.0 [COMPUTER GRAPHICS]: General I.3.3 [COMPUTER GRAPHICS]: Picture/Image Generation[Digitizing and scanning] | en_US |
dc.title | Abstraction and Depiction of Sparsely Scanned Outdoor Environments | en_US |
dc.description.seriesinformation | Computational Aesthetics in Graphics, Visualization and Imaging | en_US |