The Brief History: from Photorealism to Non-photorealism What is Non-photorealistic Computer Graphics The Framework for Non-photorealistic Computer Graphics Simulating Artistic Media for Digitized Creation of Artworks Stroke-based Artistic Drawing Oriental Calligraphy and Black Ink Painting Simulation of a Colored Painting Digitized Sculpting Creation of Artwork in a Virtual Environment Computer-aided Design of Art Patterns The Overview of Art Pattern Design Art Pattern Creation by Fractals Art Pattern Creation by Shape Grammars Layout-based Creation of Art Patterns Knowledge-based Creation of Art Patterns Artistic Painting by Reference Images Zhejiang University Press, Hangzhou and Springer-Verlag Berlin Heidelberg 2010. 359 стр. Artistic Effect Generation by Pixel-level Image Processing Converting Images into Artistic Painting by Strokes Artistic Transfer of Color and Texture from Reference Images Image-based Painting Driven by Examples Artistic Rendering for 3D Object Artistic Rendering Based on Traditional 3D Rendering Pipeline Non-photorealistic Rendering with Interim Images Artistic Silhouette and Line-drawing for 3D Model Artistic Rendering for 3D Landscape Artistic Illustration of Volume-based Models Artistic Rendering of Surface Features of Volume Model Expressive Rendering Comprehensible Rendering Enhancement of Rendering by Emphasis of Visual Cues Shape-conveying Illustrations Intent-based 3D Illustration Expressive Rendering for Transparency Computer-assisted Cartoon Animation by Traditional Production Pipeline The Traditional Animation Process The Role of the Computer in Traditional 2D Animation Computer-assisted Coloring Computer-assisted Inbetweening Novel Approaches to Computer-assisted Cartoon Animation Video Driven Cartoon Animation Cartoon Production Integrated with 3D Geometric Elements Cartoon Generation by Temporal Coherent Rendering Cartoon Generation Together with 3D Graphical Processing Techniques Cartoon Production via Reuse of Traditional Animation Perspectives of Non-photorealistic Computer Graphics
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Springer, 2005. — 907 p. Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modelling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modelling: Implementation and Algorithms, covers the computer graphics part of the field of geometric modelling and...
Springer, 2005. — 959 p. Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modeling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modeling: Mathematics contains the mathematical background needed for the geometric modeling topics in computer graphics...
Morgan Kaufmann, 2003. — 806 p. What is a realistic image? This is an age-old question in art, and a contemporary question in computer graphics. This book provides a modern answer involving the computer and a new definition of realism. The classic definition of realism has been veridical realism. Does the picture pass the comparison test? That is, would an observer judge the...
3rd edition. — Addison-Wesley, 2013. — 1264 p. — ISBN: 0321399528. Computer Graphics: Principles and Practice, Third Edition , remains the most authoritative introduction to the field. The first edition, the original Foley and van Dam, helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners...
Morgan Kaufmann, 2002. — 492 p. The Quest for Realism has motivated much of the history of rendering, the process of creating synthetic imagery with computer graphics. The earliest work in this area concerned the development of plausible local illumination models, the study of how light reflects off a surface. Later work concerned the problem of solving for the equilibrium...
4th Edition. — Springer, 2014. — 396 p. — ISBN: 1447162897. На англ. языке. John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this updated and expanded fourth edition. This fourth edition contains over 120 worked examples and...