CLC number: TP391
On-line Access: 2024-08-27
Received: 2023-10-17
Revision Accepted: 2024-05-08
Crosschecked: 0000-00-00
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GENG Wei-dong, DING Lei, YU Hong-feng, PAN Yun-he. Technical illustration based on 3D CSG models[J]. Journal of Zhejiang University Science A, 2005, 6(5): 469-475.
@article{title="Technical illustration based on 3D CSG models",
author="GENG Wei-dong, DING Lei, YU Hong-feng, PAN Yun-he",
journal="Journal of Zhejiang University Science A",
volume="6",
number="5",
pages="469-475",
year="2005",
publisher="Zhejiang University Press & Springer",
doi="10.1631/jzus.2005.A0469"
}
%0 Journal Article
%T Technical illustration based on 3D CSG models
%A GENG Wei-dong
%A DING Lei
%A YU Hong-feng
%A PAN Yun-he
%J Journal of Zhejiang University SCIENCE A
%V 6
%N 5
%P 469-475
%@ 1673-565X
%D 2005
%I Zhejiang University Press & Springer
%DOI 10.1631/jzus.2005.A0469
TY - JOUR
T1 - Technical illustration based on 3D CSG models
A1 - GENG Wei-dong
A1 - DING Lei
A1 - YU Hong-feng
A1 - PAN Yun-he
J0 - Journal of Zhejiang University Science A
VL - 6
IS - 5
SP - 469
EP - 475
%@ 1673-565X
Y1 - 2005
PB - Zhejiang University Press & Springer
ER -
DOI - 10.1631/jzus.2005.A0469
Abstract: This paper presents an automatic non-photorealistic rendering approach to generating technical illustration from 3D models. It first decomposes the 3D object into a set of CSG primitives, and then performs the hidden surface removal based on the prioritized list, in which the rendition order of CSG primitives is sorted out by depth. Then, each primitive is illustrated by the pre-defined empirical lighting model, and the system mimics the stroke-drawing by user-specified style. In order to artistically and flexibly modulate the illumination, the empirical lighting model is defined by three major components: parameters of multi-level lighting intensities, parametric spatial occupations for each lighting level, and an interpolation method to calculate the lighting distribution over primitives. The stylized illustration is simulated by a grid-based method, in which we ‘fill’ the desirable pictorial units into the spatial occupation of CSG primitives, instead of “pixel-by-pixel” painting. This region-by-region shading facilitates the simulation of illustration styles.
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