Publication | Closed Access
Real-time halftoning: a primitive for non-photorealistic shading
45
Citations
10
References
2002
Year
Unknown Venue
Geometric ModelingRealistic RenderingMachine VisionGeneral PrimitiveEngineeringNatural SciencesExpressive RenderingReal-time Non-photorealistic ShadingComputer-aided DesignComputer ScienceNon-photorealistic RenderingComputational PhotographyInteractive Computer GraphicComputational GeometryReal-time Halftoning MethodReal-time Computer GraphicReal-time Halftoning
We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink style drawings using prioritized stroke textures. Since monitor resolution is limited we employ a smooth threshold function that provides stroke antialiasing.By applying the halftone screen in texture space and evaluating the threshold function for each pixel we can influence the shading on a pixel-by-pixel basis. This enables many effects to be used, including indication mapping and individual stroke lighting. Our real-time halftoning method is a drop-in replacement for conventional multitexturing and runs on commodity hardware. Thus, it is easy to integrate in existing applications, as we demonstrate with an artistically rendered level in a game engine.
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