This paper introduces a methodology for constructing pen and ink style landscape illustrations using B-spline surface models. Following a brief discussion of manual methods and recent developments in automated non-pho...
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This paper introduces a methodology for constructing pen and ink style landscape illustrations using B-spline surface models. Following a brief discussion of manual methods and recent developments in automated non-photorealistic rendering (NPR) techniques, the paper discusses polynomial models for surface rendering and their implementation in the OpenGL graphics interface. It then discusses the generation of silhouettes and form lines for topographic surfaces from a set of triangulated vertices obtained from polygonal tessellations. An implementation of the methodology outlined in the paper is described and tested. The results are analyzed and suggestions for further research are presented.
In this paper, the authors will explore issues in the development of hybrid and online courses for the computer graphics technology field. Course design issues will be explored, as well as course management issues. Th...
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In this paper we set out a future scenario of mobile presence. We will define our understanding of the term mobile presence. We will derive the requirements imposed by mobile presence with respect to computer graphics...
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This paper describes project-based learning in a freshman engineering course entitled, Engineering graphics and Design at Loyola Marymount University. The major course requirement is to design and build a solid model ...
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Light reflection models for computer graphics have been developed over the past several decades. For real paint surfaces, it is possible to model their bidirectional reflectance distribution function with simple model...
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ISBN:
(纸本)0892082755
Light reflection models for computer graphics have been developed over the past several decades. For real paint surfaces, it is possible to model their bidirectional reflectance distribution function with simple models. This research established a framework to evaluate two simple reflection models, Phong and Torrance-Sparrow, which were used to render artist paint surfaces under different illumination angles. An image acquisition system was set up to capture the images under selected illuminated angles. The parameters of the specular and the diffuse components were estimated with these image sequences. At the evaluation stage, both physical-based metrics and psychophysical techniques were used to evaluate the estimation accuracy of each model. For both methods, the comparison of the estimations of two models showed that better estimations were obtained from the TorranceSparrow model for the glossy samples. The estimation accuracies of two models are almost the same for the matte samples. In addition, the numbers of illumination angles of the test samples can be minimized based on both mathematical calculations and psychophysical experiments. Copyright 2007 Society for Imaging Science and Technology.
Discordances between salience and relevance can be harmful. (a) The relative visibility of hues in the color scale is asymmetric, making higher values (represented by deep red) less apparent. (b) Continuously moving i...
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Discordances between salience and relevance can be harmful. (a) The relative visibility of hues in the color scale is asymmetric, making higher values (represented by deep red) less apparent. (b) Continuously moving images can be distracting and can compromise the viewers ability to concentrate on other content.
This paper proposes a highly automatic approach for a realistic facial expression synthesis that allows for enhanced performance in speed and quality, while minimizing user interferences. It will present a highly tech...
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This book (a third edition textbook) consists of 12 chapters and five appendices. The main text of each chapter discusses the mathematics and algorithms, with exercises and case studies given at the end of each chapte...
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This book (a third edition textbook) consists of 12 chapters and five appendices. The main text of each chapter discusses the mathematics and algorithms, with exercises and case studies given at the end of each chapter. Although the majority of the book's content is the same as in previous editions, the current edition reflects the significant developments that have appeared since the second edition which was released in 2000.
This article presents the author's critique of superhero films in relation to their comic book counterparts, which he deems are superior. He compares the technologically complex superhero films of the first decade...
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This article presents the author's critique of superhero films in relation to their comic book counterparts, which he deems are superior. He compares the technologically complex superhero films of the first decade of the 21st century with the introduction of musical motion pictures, and the possibly ambivalent response they received from the theater community. The author contends that the superhero film often utilizes the most basic elements of the comic book characters and emphasizes that there is no real emotional connection to the characters, which are usually computer-generated images rather than flesh-and-blood actors. The predictability of the origin stories and conflict the superhero will almost always encounter are also discussed.
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