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dc.contributor.authorSpindler, Martinen_US
dc.contributor.authorRöber, Niklasen_US
dc.contributor.authorDöhring, Roberten_US
dc.contributor.authorMasuch, Maicen_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:56Z
dc.date.available2015-07-19T17:09:56Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061047en_US
dc.description.abstractIn this work we present an extension to common cel shading techniques, and describe four new cartoon-like rendering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, and pseudo edges. Our work was mainly motivated by the rich set of stylistic elements and expressional possibilities within the medium comic. In particular, we were inspired by Miller s Sin City and McFarlane s Spawn . We designed algorithms for these styles, developed a real-time implementation and integrated it into a regular 3D game engine.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEnhanced Cartoon and Comic Renderingen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 3 d: Non-Photorealistic Renderingen_US
dc.identifier.doi10.2312/egs.20061047en_US
dc.identifier.pages141-144en_US


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