@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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