Adaptive Abstraction of 3D scenes in Real-Time
Abstract
We present an approach for creating abstracted renderings of 3D scenes in real-time. We create painterly renderings with edge detail using varying levels of abstraction dependent on regions of interest within a scene. Image space techniques are used to make the system real-time and as non-invasive as possible. This approach can also use object space information to segment the scene into visually important objects and unimportant data and background. Interactive frame rates are achieved by using graphics hardware to perform the computations.
BibTeX
@inproceedings {10.2312:egs.20071038,
booktitle = {EG Short Papers},
editor = {Paolo Cignoni and Jiri Sochor},
title = {{Adaptive Abstraction of 3D scenes in Real-Time}},
author = {Redmond, Niall and Dingliana, John},
year = {2007},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20071038}
}
booktitle = {EG Short Papers},
editor = {Paolo Cignoni and Jiri Sochor},
title = {{Adaptive Abstraction of 3D scenes in Real-Time}},
author = {Redmond, Niall and Dingliana, John},
year = {2007},
publisher = {The Eurographics Association},
DOI = {10.2312/egs.20071038}
}