@article{Sloan:2001:TLS,
www = {http://www.cs.utah.edu/npr/papers/LitSphere_HTML/},
month = jun,
optnote = {ISBN 0-96888-080-0},
author = {Peter-Pike Sloan and William Martin and Amy Gooch and Bruce Gooch},
editor = {Benjamin Watson and John W. Buchanan},
url = {http://www.graphicsinterface.org/proceedings/2001/118/},
localfile = {papers/Sloan.2001.TLS.pdf},
address = {San Francisco},
publisher = {Morgan Kaufmann},
journal = GI2001,
doi = {http://doi.acm.org/10.1145/780986.781004},
citeseer = {http://citeseer.nj.nec.com/451956.html},
optstatus = {doi},
title = {{T}he {L}it {S}phere: {A} {M}odel for {C}apturing {NPR} {S}hading
from {A}rt},
abstract = {While traditional graphics techniques provide for the realistic
display of three-dimensional objects, these methods often lack the
flexibility to emulate expressive effects found in the works of
artists such as Michelangelo and Cezanne. We introduce a technique
for capturing custom artistic shading models from sampled art
work. Our goal is to allow users to easily generate shading models
which give the impression of light, depth, and material properties
as accomplished by artists. Our system provides real-time feedback
to immediately illustrate aesthetic choices in shading model
design, and to assist the user in the exploration of novel
viewpoints. We describe rendering algorithms which are easily
incorporated into existing shaders, making non-photorealistic
rendering of materials such as skin, metal, or even painted
objects fast and simple. The flexibility of these methods for
generating shading models enables users to portray a large range
of materials as well as to capture the look and feel of a work of
art. (Color images can be found at
http://www.cs.utah.edu/npr/papers/LitSphere_HTML).},
pages = {143--150},
year = {2001},
}
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