Super-realistic Rendering using Real-time Tweening


The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.


Journal Articles

[1] Holger Winnemöller and Shaun Bangay. Non-photorealistic rendering styles: Geometric approximations towards free specular comic shading. Computer Graphics Forum, 21(3):309–316, September 2002. [PDF] [BibTeX]

Conference Papers (peer reviewed)

[1] Holger Winnemöller and Shaun Bangay. Rendering optimisations for stylised sketching. In Afrigraph '03: Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa, pages 117–122, Cape Town, South Africa, February 2003. ACM Press, New York, NY, USA. [PDF] [BibTeX]

[2] Holger Winnemöller and Shaun Bangay. Super-realistic rendering using real-time tweening. In Proceedings of the 4th South African Telecommunications, Networks and Applications Conference (SATNAC), September 2001. [PDF] [BibTeX]

Masters Theses

[1] Holger Winnemöller. Implementing non-photorealistic rendering enhancements with real-time performance. Master's thesis, Computer Science Department, Rhodes University, Grahamstown, South Africa, January 2002. [PDF] [BibTeX]