![]() ![]() ![]() This paper proposes a method for animating and shaping fur in real-time, adding curling and clumping effects to the existing real-time fur rendering methods on the GPU. When the objective is real-time performance, fur is usually represented by texture layers (or 3D textures), which limits the dynamic characteristics of fur when compared with methods that use an explicit representation for each fur strand. In addition, this paper discusses the effect of modified phong shading model in order to create toon shading appearance.įur is present in most mammals which are common characters in both movies and video-games, and it is important to model and render fur both realistically and quickly. The review then concludes with a discussion of the main issues and technical challenges for Interactive Non-Photorealistic Rendering techniques. Also, it covers the most important algorithms in interactive stylized shade and line drawing, and separately discussing their advantages and disadvantages. ![]() This paper presents taxonomy of interactive non-photorealistic rendering techniques which developed over the past two decades, structured according to the design characteristics and behavior of each technique. As a simple yet effective means of visual communication, interactive non-photorealistic rendering generates images that are closer to human-drawn than are created by traditional computer graphics techniques with more expressing meaningful visual information. Due to increasing demands of artistic style with Interactive Rate, we propose this review paper as a starting point for any person interested in researching of interactive non-photorealistic rendering. ![]()
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