ミカミ コウジ
Koji Mikami
三上 浩司 所属 メディア学部 メディア学科 職種 教授 |
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言語種別 | 日本語 |
発行・発表の年月 | 2013/01 |
形態種別 | 学術論文 |
査読 | 査読あり |
標題 | 形状の特徴や動的な変形を考慮したリアルタイム3DCGにおける輪郭線の誇張表現手法 |
執筆形態 | 共著 |
掲載誌名 | 映像情報メディア学会誌 |
出版社・発行元 | 映像情報メディア学会 |
巻・号・頁 | 67(2),36-44頁 |
著者・共著者 | 松尾 隆志, 三上 浩司, 渡辺 大地, 近藤 邦雄 |
概要 | In two-dimensional (2D) animation, the thickness of object outlines and contour lines is often varied to emphasize or exaggerate the shape of the object. Adding a 2D touch to three-dimensional computer graphics (3DCG) animation using toon-rendering is common, but existing techniques cannot achieve varying line thickness. This paper proposes a method of recreating the effect of varying the outline and contour line thicknesses based on the object shape in real-time 3D environments such as video games. Our method focuses on exaggerating the thickness of lines where the target polygon is curved. Furthermore, by using a backface polygon of the target polygon, we are able to create a continuous outline of the object, thus recreating a closed outline of the object with varying line thickness. |
DOI | http://dx.doi.org/10.3169/itej.67.J36 |
ISSN | ONLINE ISSN: 1881-69 |