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dc.contributor.authorTobita, Hiroakien_US
dc.contributor.authorRekimoto, Junen_US
dc.date.accessioned2015-11-12T07:55:30Z
dc.date.available2015-11-12T07:55:30Z
dc.date.issued2003en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20031039en_US
dc.description.abstractThe ActiveInk system integrates the advantages of real world painting techniques with computer graphics (CG) effects such as natural phenomenon animations (e.g., water, fire, snow, and clouds), attributes (e.g., rubber, cloth, and land), surface materials (e.g., texture effects, metal, and glass), and so on. Most conventional paint systems mainly allow users to set a simple and static color. Also, they require users to control many parameters if the user applies complex effects. However, the ActiveInk system treats many behaviors as separate behavior inks (e.g., water, cloud, and cloth ink), so a user can add effects by selecting a behavior ink and painting it onto objects to realize CG effects. Moreover, the system has a palette area that is similar in function to an actual painters palette, so the user can create a new ink by mixing different types of behavior ink and can control the behavior in the palette area directly. In this paper, we describe a prototype of the ActiveInk system, explain how it allows CG effects to be applied through simple and easy manipulations, and discuss its implementation.en_US
dc.publisherEurographics Associationen_US
dc.titleActiveInken_US
dc.description.seriesinformationEurographics 2003 - Short Presentationsen_US


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