Along with a colleague from Bournemouth University, I will be the guest editor for an upcoming special issue of the IBIMA International Journal of Interactive Worlds (IJIW), titled Non-Photorealistic Graphics in Games and Animation.
After many years of computer graphics research striving for results which cannot be distinguished from reality, there is now, in parallel, an increasing amount of work focusing not on the approximation of the real world, but on the simulated depiction of more traditional human artwork styles. These styles come with a variety of implications such communicative, emotive and perceptual processing aspects that these approaches can convey, via the inherent abstractive forms and stylization they are associated with.
The research field itself is called non-photorealistic rendering (or NPR in short) and can today be observed in a number of application areas, including real-time computer and video games plus also animated feature films. Contemporary hardware has made possible recent mainstream gaming titles such as Sega’s MadWorld (for Nintendo’s Wii) and Ubisoft’s Prince Of Persia (for a variety of platforms), employing comic-book/sketched and cel-shaded rendering styles respectively. Equally, Disney’s upcoming feature length film Tangled simulates oil-painting techniques. Titles such as these demonstrate that there is considerable interest from developers, film-makers and public alike to explore the possibilities for alternative graphical representations that modern NPR techniques, because of their flexibility in different stylizations, can offer in the area of computer entertainment.
Topics of interest include, but are not limited to:
Evaluation methods for NPR algorithms and techniques
Interactivity studies for NPR in games
Algorithm design techniques and methodologies for real-time NPR
Expressive character animation and physics for games
GPU hardware acceleration for NPR
Composition, layout and visual balance for NPR games approaches
Real-time temporal and spatial coherence of non-photorealistic techniques
Simulation and style transfer of natural media human artistic styles to games and animation
Adaption of effects such as motion blur, lighting and depth of field
State-of-the-art, survey and position papers on the approaches of non-photorealism in games and animation
Only original research papers will be considered. Authors should limit initial submissions to no more than 30 double-spaced pages in 12-point font with appropriate margins, inclusive of all materials (i.e., references, figures, tables and appendices).
A double-blind review will be conducted and papers will be returned to the authors, with explanatory notes for further action. Submissions will be screened to ensure coherence with the theme of the special volume.
Submissions will be accepted for this theme throughout year 2010.
More information about the journal and the special issue itself can be found at http://www.ibimapublishing.com/journals/CFP/ijiw2.html