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[KGC+00]  Interactive Artistic Rendering

Kaplan:2000:IAR (In proceedings)
Author(s)Kaplan M., Gooch B. and Cohen E.
Title« Interactive Artistic Rendering »
InProceedings of the First International Symposium on Non-Photorealistic Animation and Rendering (NPAR 2000, Annecy, France, June 5--7, 2000)
Editor(s)Jean-Daniel Fekete and David Salesin
Page(s)67--74
Year2000
PublisherACM Press
AddressNew York
Editor(s)Jean-Daniel Fekete and David Salesin

Abstract
We present an algorithm for rendering subdivision surface models of complex scenes in a variety of artistic styles using an interactively editable particle system. The algorithm is suitable for modeling artistic techniques explicitly by the user, or automatically by the system. Our approach can simulate a large number of artistic effects due to the fact that almost any type of mark made on paper or canvas can be imitated. Any of our artistic effects is customizable by the user through a particle editing interface. The algorithm maintains complete frame-to-frame coherence, a characteristic required for good animation, and runs at interactive rates on current computer graphics workstations.

BibTeX code
@inproceedings{Kaplan:2000:IAR,
  optnote = {},
  optorganization = {ACM},
  author = {Matthew Kaplan and Bruce Gooch and Elaine Cohen},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {Jean-Daniel Fekete and David Salesin},
  address = {New York},
  localfile = {papers/Kaplan.2000.IAR.pdf},
  publisher = {ACM Press},
  doi = {http://doi.acm.org/10.1145/340916.340925},
  optmonth = {},
  citeseer = {http://citeseer.nj.nec.com/kaplan00interactive.html},
  optcrossref = {},
  booktitle = NPAR2000,
  optstatus = {OK},
  optvolume = {},
  optnumber = {},
  title = {{I}nteractive {A}rtistic {R}endering},
  abstract = {We present an algorithm for rendering subdivision surface models
              of complex scenes in a variety of artistic styles using an
              interactively editable particle system. The algorithm is suitable
              for modeling artistic techniques explicitly by the user, or
              automatically by the system. Our approach can simulate a large
              number of artistic effects due to the fact that almost any type of
              mark made on paper or canvas can be imitated. Any of our artistic
              effects is customizable by the user through a particle editing
              interface. The algorithm maintains complete frame-to-frame
              coherence, a characteristic required for good animation, and runs
              at interactive rates on current computer graphics workstations.},
  year = {2000},
  pages = {67--74},
}

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