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description |
We present an interactive technique for generating halftoning
animations in image space. We specically consider a halftoning
approach that uses screening methods to achieve shading, brightness,
and texture by placing varying patterns. Our technique transports
the screening patterns in a frame-to-frame coherent manner according
to the velocity of each fragment on the image plane. We show how the
algorithm is mapped to programmable graphics hardware to achieve
interactive frame rates. Our approach can be used for any
screening-based halftoning technique, and therefore different
non-photorealistic image-space rendering styles, including
dithering, screening, stippling, and hatching, can be utilized to
generate real-time frame-to-frame coherent animations.
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publisher |
University of Stuttgart : Collaborative Research Center SFB 627
(Nexus: World Models for Mobile Context-Based
Systems)
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| Bournemouth, United Kingdom: IEEE Computer Society
Press
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type |
Text
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| Article in Proceedings
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source |
In: Tagungsband: Proceedings of Theory and Practice of Computer
Graphics '04, pp. 1-1
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contributor |
Institut für Visualisierung und Interaktive
Systeme
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subject |
Picture/Image Generation (CR I.3.3)
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| Three-Dimensional Graphics and Realism (CR I.3.7)
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| Halftoning
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| Animation
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| GPU
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