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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 » In Proceedings of ACM SIGGRAPH 99 (Los Angeles, CA, August 8--13, 1999) Series Computer Graphics Proceedings, Annual Conference Series Page(s) 433--438 Year 1999 Publisher ACM Press/ACM SIGGRAPH Address New 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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