dc.contributor.author | Freudenberg, Bert | en_US |
dc.contributor.author | Masuch, Maic | en_US |
dc.contributor.author | Strothotte, Thomas | en_US |
dc.contributor.editor | P. Debevec and S. Gibson | en_US |
dc.date.accessioned | 2014-01-27T14:06:23Z | |
dc.date.available | 2014-01-27T14:06:23Z | |
dc.date.issued | 2002 | en_US |
dc.identifier.isbn | 1-58113-534-3 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGWR/EGWR02/227-232 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-Time Halftoning: A Primitive For Non-Photorealistic Shading | en_US |
dc.description.seriesinformation | Eurographics Workshop on Rendering | en_US |