Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
Abstract
We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink style drawings using prioritized stroke textures. Since monitor resolution is limited we employ a smooth threshold function that provides stroke antialiasing. By applying the halftone screen in texture space and evaluating the threshold function for each pixel we can influence the shading on a pixel-by-pixel basis. This enables many effects to be used, including indication mapping and individual stroke lighting. Our real-time halftoning method is a drop-in replacement for conventional multitexturing and runs on commodity hardware. Thus, it is easy to integrate in existing applications, as we demonstrate with an artistically rendered level in a game engine.
BibTeX
@inproceedings {10.2312:EGWR:EGWR02:227-232,
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Real-Time Halftoning: A Primitive For Non-Photorealistic Shading}},
author = {Freudenberg, Bert and Masuch, Maic and Strothotte, Thomas},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/227-232}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {P. Debevec and S. Gibson},
title = {{Real-Time Halftoning: A Primitive For Non-Photorealistic Shading}},
author = {Freudenberg, Bert and Masuch, Maic and Strothotte, Thomas},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {1-58113-534-3},
DOI = {10.2312/EGWR/EGWR02/227-232}
}