
overview
| results | downloads
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Thesis: |
Thesis [format: pdf; size: 1,1 MB] The complete thesis "Künstlerisches Rendering für Echtzeit-Applikationen", written in German. You'll need the Adobe Reader (formerly Acrobat Reader) to view it. |
| Paper: |
Paper [format: pdf; size: 1 MB] An English paper explaining the system described in the thesis. You'll need the Adobe Reader to view it. |
| Application: |
Prototype (version 0.5) [format: zip; size: 2,1 MB] A zip-archive containing the painterly renderer, including several 3ds-models
for testing purposes. For the painterly renderer, you'll need a nVIDIA
GeForce graphics card (> GeForce 3 Ti). The other two renderers (standard
and toon) also work on ATI cards (tested on an ATI 9000 mobile). This system was created to prove that painterly rendering can be achieved
in realtime applications. However, the prototype does not include every
possible extension the algorithm is capable of, and leaves a lot of room
for enhancements. Please keep that in mind when experimenting ;-) |
| Framework: |
NPR-Framework [format: zip; size: 10 MB] A zip-archive containing the complete framework, which was written in C++. A workspace for Visual Studio 6.0 is provided. Before compiling the source, you need to have an installed version of nVIDIAs Cg-Toolkit (which can be downloaded here). For checking OpenGL extensions, I used GLEW, which is provided here. You can use the framework to implement different shaders and renderers. Three example renderers are provided so far:
All three of them are documented, so it should not be too difficult to modify them or to create new renderers. For those of you speaking german: a small explanation of the provided classes can be found in the thesis, which can be downloaded above. All others should examine the StandardRenderer-class, which is the simplest and therefor a good starting point. Feel free to use the system for whatever purpose, but I would appreciate if you drop me a message when doing so. I would be especially interested in additional or improved renderers, which could then be published on this site. If you encounter problems or find bugs, don't hesitate to contact me, either. |