Real-Time Halftoning: A Primitive for Non-Photorealistic Shading
暂无分享,去创建一个
[1] Thomas Strothotte,et al. Walk‐Through Illustrations: Frame‐Coherent Pen‐and‐Ink Style in a Game Engine , 2001 .
[2] Mark J. Harris,et al. Stylized rendering techniques for scalable real-time 3D animation , 2000, NPAR '00.
[3] Victor Ostromoukhov. Digital facial engraving , 1999, SIGGRAPH '99.
[4] Frédo Durand,et al. Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing , 2001, Rendering Techniques.
[5] David Salesin,et al. Computer-generated pen-and-ink illustration , 1994, SIGGRAPH.
[6] John W. Buchanan,et al. Texture‐based Dither Matrices , 2000, Comput. Graph. Forum.
[7] Wolfgang Leister. Computer Generated Copper Plates , 1994, Comput. Graph. Forum.
[8] John W. Buchanan,et al. Comprehensive Halftoning of 3D Scenes , 1999, Comput. Graph. Forum.
[9] Adam Finkelstein,et al. Real-time hatching , 2001, SIGGRAPH.
[10] Bert Freudenberg,et al. Real-Time Stroke Textures , 2001 .
[11] Pat Hanrahan,et al. A real-time procedural shading system for programmable graphics hardware , 2001, SIGGRAPH.
[12] Jason L. Mitchell,et al. Hardware Shading with EXT vertex shader and ATI fragment shader , 2001 .