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[KMN+99]  Art-Based Rendering of Fur, Grass, and Trees

Kowalski:1999:ABR (In proceedings)
Author(s)Kowalski M., Markosian L., Northrup , Bourdev L., Barzel R., Holden L. and Hughes J.
Title« Art-Based Rendering of Fur, Grass, and Trees »
InProceedings of ACM SIGGRAPH 99 (Los Angeles, CA, August 8--13, 1999)
SeriesComputer Graphics Proceedings, Annual Conference Series
Page(s)433--438
Year1999
PublisherACM Press/ACM SIGGRAPH
AddressNew York

Abstract
Artists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer graphics scenes in a stylized manner suggesting the complexity of the scene without representing it explicitly. The basic algorithm is customizable to produce a range of effects including fur, grass and trees, as we demonstrate in this paper and accompanying video. The algorithm is implemented within a broader framework that supports procedural stroke-based textures on polyhedral models. It renders moderately complex scenes at multiple frames per second on current graphics workstations, and provides some interframe coherence.

BibTeX code
@inproceedings{Kowalski:1999:ABR,
  optcitations =
                  {Gooch:1998:NPL,Markosian:1997:RTN,Meier:1996:PRA,Salisbury:1997:OTI,Strothotte:1994:HRF,Winkenbach:1994:CGP},
  optorganization = {},
  author = {Michael A. Kowalski and Lee Markosian and J. D. Northrup and Lubomir
            Bourdev and Ronen Barzel and Loring S. Holden and John F. Hughes},
  series = CGPACS,
  localfile = {papers/Kowalski.1999.ABR.pdf},
  address = {New York},
  publisher = {ACM Press/ACM SIGGRAPH},
  doi = {http://doi.acm.org/10.1145/311535.311607},
  optmonth = aug,
  opturl = {},
  booktitle = SIGGRAPH99,
  optsubject = {{\bf I.3.3} Computing Methodologies, COMPUTER GRAPHICS,
                Picture/Image Generation, Line and curve generation. {\bf I.3.3}
                Computing Methodologies, COMPUTER GRAPHICS, Picture/Image
                Generation, Bitmap and framebuffer operations. {\bf I.3.7}
                Computing Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                Graphics and Realism, Color, shading, shadowing, and texture.},
  optstatus = {url },
  title = {{A}rt-{B}ased {R}endering of {F}ur, {G}rass, and {T}rees},
  abstract = {Artists and illustrators can evoke the complexity of fur or
              vegetation with relatively few well-placed strokes. We present an
              algorithm that uses strokes to render 3D computer graphics scenes
              in a stylized manner suggesting the complexity of the scene
              without representing it explicitly. The basic algorithm is
              customizable to produce a range of effects including fur, grass
              and trees, as we demonstrate in this paper and accompanying video.
              The algorithm is implemented within a broader framework that
              supports procedural stroke-based textures on polyhedral models. It
              renders moderately complex scenes at multiple frames per second on
              current graphics workstations, and provides some interframe
              coherence. },
  year = {1999},
  pages = {433--438},
}

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