Real-Time Halftoning: A Primitive For Non-Photorealistic Shading

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Date
2002
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
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.
Description

        
@inproceedings{
:10.2312/EGWR/EGWR02/227-232
, booktitle = {
Eurographics Workshop on Rendering
}, editor = {
P. Debevec and S. Gibson
}, title = {{
Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
}}, author = {
Freudenberg, Bert
and
Masuch, Maic
and
Strothotte, Thomas
}, year = {
2002
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3463
}, ISBN = {
1-58113-534-3
}, DOI = {
/10.2312/EGWR/EGWR02/227-232
} }
Citation