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  1. SIGGRAPH Asia 2013 Courses (SA '13)
  2. Computational manga and anime
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Structure-aware shape processing
Mathematical description of motion and deformation: from basics to graphics applications
Basic concepts of physically-based rendering
Metagraphics: impact papers from SIGGRAPH/TOG and their interconnections
Story content: it's not just for writers... anymore
Recent advances in image deblurring
GPU-based large-scale visualization
Cross-cultural user-experience design
GPU compute for graphics
OpenGL and DirectX
Interactive virtual characters
Mobile user-experience design trends
Computational manga and anime
Surface- and volume-based techniques for shape modeling and analysis
State of the art in photon density estimation
Computing with matter
Creating new interfaces for musical expression

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Computational manga and anime

Content Provider ACM Digital Library
Author Igarashi, Takeo Wong, Tien-Tsin Xu, Yingqing Shi, Danqing
Abstract Traditional manga (comic) and anime (cartoon) creation are painstaking processes. Even computers are utilized for the content creation, computers are mainly utilized as a naive digital canvas. With the increasing computing power and decreasing cost of CPU & GPU, more computing resource can be exploited cost-effectively for intelligent and semi-automatic creation of aesthetics content. In this course, we gather speeches from both artist and scientists. We shall discuss what kind of computer technologies an artist would prefer to use in their creation (i.e. user point of view), and recent technologies developed in graphics that facilitates or even inspires the content creation.
Starting Page 1
Ending Page 52
Page Count 52
File Format PDF
ISBN 9781450326315
DOI 10.1145/2542266.2542279
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2013-11-19
Publisher Place New York
Access Restriction Subscribed
Content Type Text
Resource Type Article
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