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dc.contributor.authorCurtis, Cassidy J.en_US
dc.contributor.authorDart, Kevinen_US
dc.contributor.authorLatzko, Theresaen_US
dc.contributor.authorKahrs, Johnen_US
dc.contributor.editorKaplan, Craig S. and Forbes, Angus and DiVerdi, Stephenen_US
dc.date.accessioned2019-05-20T09:49:37Z
dc.date.available2019-05-20T09:49:37Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-078-9
dc.identifier.urihttps://doi.org/10.2312/exp.20191071
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/exp20191071
dc.description.abstractImmersive media such as virtual and augmented reality pose some interesting new challenges for non-photorealistic animation: we must not only balance the screen-space rules of a 2D visual style against 3D motion coherence, but also account for stereo spatialization and interactive camera movement, at a rate of 90 frames per second. We introduce two new real-time rendering techniques: MetaTexture, an example-based multiresolution texturing method that adheres to the movement of 3D geometry while maintaining a consistent level of screen-space detail, and Edge Breakup, a method for roughening edges by warping with structured noise. We show how we have used these techniques, along with art-directable coloring, shadow filtering, and shader-based texture indication, to achieve the ''moving illustration'' style of the immersive short film ''Age of Sail''.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies → Non
dc.subjectphotorealistic rendering
dc.subjectVirtual reality
dc.titleNon-Photorealistic Animation for Immersive Storytellingen_US
dc.description.seriesinformationACM/EG Expressive Symposium
dc.description.sectionheadersArt in Motion
dc.identifier.doi10.2312/exp.20191071
dc.identifier.pages1-10


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