ACM Home Page
Please provide us with feedback. Feedback
Non-photorealistic rendering techniques for motion in computer games
Full text PdfPdf (574 KB)
Source Computers in Entertainment (CIE) archive
Volume 2 ,  Issue 4  (October 2004) table of contents
First anniversary issue
SECTION: Games table of contents
Pages: 11 - 11  
Year of Publication: 2004
ISSN:1544-3574
Authors
Michael Haller  Upper Austria University of Applied Sciences, Hagenberg
Christian Hanl  Upper Austria University of Applied Sciences, Hagenberg
Jeremiah Diephuis  Upper Austria University of Applied Sciences, Hagenberg
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 6,   Downloads (12 Months): 117,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1037851.1037869
What is a DOI?

ABSTRACT

Still images can portray motion by using a stylized technique. Most of these techniques are commonly used for dynamic images as well (e.g., for cartoons). Typically, an artist abstracts the motion of a specific scene or animation to illustrate movement. Depicting motion in real-time environments is no less essential, and therefore a similar approach is desirable. Our approach is focused on three methods to stylize motion: squash-and-stretch, multiple images, and motion lines. A discussion of these methods for depicting motion in dynamic images and an implementation are presented in this paper. Finally, we discuss the results and conclude with the outlook for further development.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Collomosse, J. P., Rowntree, D. and Hall, P. M. 2003. Cartoon-style rendering of motion from video. Vision, Video and Graphics (July 2003), 117-124.
3
 
4
 
5
Ferwerda, J. 2003. Three varieties of realism in computer graphics. In Proceedings of the SPIE Conference on Human Vision and Electronic Imaging'03.
 
6
Hanl, CH. 2004. Echtzeit-Rendering von Bewegung im Comic-Stil. Diploma thesis, Univ. of Applied Sciences at Hagenberg, Hagenberg, Austria, July 2004.
 
7
Ishaya, V. 2003. Real-time cartoon rendering with direct-X 8.0 hardware. GameDec.net, June 2003. http://www.gamedev.net/reference/articles/article2021.asp.
8
 
9
McLoud, S. 1993. Understanding Comics-The Invisible Art. Kitchen Sink Press, 1993.
 
10
Schulz, R. 1999. Visualisierung von Bewegungen in Liniengrafiken. Diploma thesis, Otto-von-Guericke-Univ. Magdeburg, Fakultät für Informatik, Magdeburg, March 1999.
 
11
Thomas, F. and Johnston, O.1981. The Illusion of Life. Disney Animation, Disney Edition, 1981.
 
12
UBISOFT. 2004. http://www.xiii-thegame.com/.


Collaborative Colleagues:
Michael Haller: colleagues
Christian Hanl: colleagues
Jeremiah Diephuis: colleagues