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dc.contributor.authorFreudenberg, Berten_US
dc.contributor.authorMasuch, Maicen_US
dc.contributor.authorStrothotte, Thomasen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:23Z
dc.date.available2014-01-27T14:06:23Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/227-232en_US
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.titleReal-Time Halftoning: A Primitive For Non-Photorealistic Shadingen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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