4 research outputs found
Geometric approximations towards free specular comic shading
We extend the standard solution to comic rendering with a comic‐style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face‐orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component
Geometric approximations towards free specular comic shading
We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations; the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more, which we can render exceeding 40 frames per second, including the specular component.<br /
Designing Digital Art and Communication Tools Inspired by Traditional Craft
Ph.DDOCTOR OF PHILOSOPH
Geometric approximations towards free specular comic shading. Computer Graphics Forum 21(3), 309–316 (2002). (Proc. Eurographics 2002) Bing-Yu Chen received the B.S. and M.S. degrees in Computer Science and Information Engineering from the National Taiwan
We extend the standard solution to comic rendering with a comic-style specular component. To minimise the computational overhead associated with this extension, we introduce two optimising approximations, the perspective correction angle and the vertex face-orientation measure. Both of these optimisations are generally applicable, but, they are especially well suited for applications where a physically correct lighting simulation is not required. Using our optimisations we achieve performances comparable to the standard solution. As our approximations favour large models, we even outperform the standard approach for models consisting of 10,000 triangles or more,, which we can render exceeding 40 frames per second, including the specular component. Categories and Subject Descriptors (according to ACM CSS): I.3.3 [Computer Graphics] Picture/Imag