New Insights in Smooth Occluding Contours for Nonphotorealistic Rendering.

Aaron Hertzmann, Rajesh Sharma

IEEE computer graphics and applications(2024)

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摘要
Computing occluding contours is often a crucial step in stroke-based artistic 3-D stylization for movies, video games, and visualizations. However, many existing applications use only simple curve stylization techniques, such as thin black lines or hand-animated strokes. This is because sophisticated procedural stylization requires accurate curve topology, which has long been an unsolved research problem. This article describes a recent theoretical breakthrough in the topology problem. Specifically, the new theory points out that existing contour algorithms often generate curves that cannot have any valid visibility, and new algorithms show how to correct the problem. This article surveys classes of algorithms that can compute contours accurately and identifies new research opportunities.
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关键词
Smooth Contour,Occluding Contour,Non-photorealistic Rendering,Video Games,Recent Article,3D Graph,Thin Black Line,Heuristic,Triangulation,Smooth Surface,Image Space,Line Drawings,Triangular Mesh,Set Of Faces,Planar Graphs,Surface Normals,Visible Problems
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