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graphics

Exaggerated Shading for Depicting Shape and Detail

The second paper I’ve read for my thesis about Non-Photorealistic Rendering is Exaggerated Shading for Depicting Shape and Detail by Szymon Rusinkiewicz, Michael Burns and Doug DeCarlo. Much like last paper, NPR is applied to bring out more detail/shape suggestion in a given model.

Suggestive Contours for Conveying Shape

After my first meeting about my thesis, I got the assignment to read a few papers (most of them from SIGGRAPH talks) about various topics in Non-Photorealistic Rendering. It was a good opportunity to put down the (otherwise excellent) Accelerated C++ and dive into the wonderful world of research papers. …

Thesis subject: NPR

My thesis (which I’ll be working on next academic year) covers Non Photorealistic Rendering. Exciting and hard times ahead … My promotor is Philip Dutré of the CS department at the University of Leuven.

Jaunty Intel Performance Fix (update)

A couple of weeks ago, I reported about a fix for Intel driver performance regression in Ubuntu 9.04 (Jaunty Jackalope). The fix solved the overal responsiveness of the interface (especially for composite-enabled desktops), but introduced a new problem which wasn’t visible at first: a memory leak slowly filling up swap …

The age of beauty

Some final results of my computer graphics project. I implemented a graphics rasterizer, which is the implementation one would follow if you wanted hardware-accelerated graphics on today’s GPU’s, which have pipelines dedicated to vertex transformations. The other option was a raytracer, which is not (yet) suitable for real-time applications due …

Greetings from the low-end side of town

If there’s one thing I’ve always envied console users for, it’s the universal system compatibility. You buy a disc, pop it in, and performance (I’m ignoring TV quality here) will be the same for you and other players you encounter. Not quite so for a PC gamer. I’m sure everybody …

Venus, dinosaurs and tablecloths

For my course in Computer Graphics, we had to implement the two basic algorithms in CG: Ray Tracing (using physics theory of viewing and lighting rays to evaluate the color of each pixel) and Rasterization (slap all triangles down to the screen using Matrix transformations). More images beneath the cut.