Real-Time Halftoning: A Primitive for Non-Photorealistic Shading
Bert Freudenberg, Maic Masuch, Thomas Strothotte
, June 2002, pp. 227--232.
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.
BibTeX format:
@inproceedings{Freudenberg:2002:RHA,
  author = {Bert Freudenberg and Maic Masuch and Thomas Strothotte},
  title = {Real-Time Halftoning: A Primitive for Non-Photorealistic Shading},
  booktitle = {},
  pages = {227--232},
  month = jun,
  year = {2002},
}
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