Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Digital Paint Systems: An Anecdotal and Historical Overview
IEEE Annals of the History of Computing
DAB: interactive haptic painting with 3D virtual brushes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An Efficient Brush Model for Physically-Based 3D Painting
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
IMPaSTo: a realistic, interactive model for paint
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
A Versatile Interactive 3D Brush Model
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
A viscous paint model for interactive applications: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
MoXi: real-time ink dispersion in absorbent paper
ACM SIGGRAPH 2005 Papers
From dust till drawn: A real-time bidirectional pastel simulation
The Visual Computer: International Journal of Computer Graphics
Brush up your painting skills: Realistic brush design for interactive painting applications
The Visual Computer: International Journal of Computer Graphics
The Visual Computer: International Journal of Computer Graphics
Simple data-driven modeling of brushes
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
FlowFixer: using BFECC for fluid simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Interactive 3D painting on point-sampled objects
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Project Gustav: immersive digital painting
ACM SIGGRAPH 2010 Talks
Industrial-strength painting with a virtual bristle brush
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
SandCanvas: a multi-touch art medium inspired by sand animation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Customizing painterly rendering styles using stroke processes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
Enhancing naturalness of pen-and-tablet drawing through context sensing
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
A lightweight, procedural, vector watercolor painting engine
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploration to design a cursor for indirect pen interfaces
Proceedings of the 24th Australian Computer-Human Interaction Conference
RealBrush: painting with examples of physical media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Recent years have witnessed significant advances in 3D brush modeling and simulation in digital paint tools. Compared with traditional 2D brushes, a 3D brush can be both more intuitive and more expressive by offering an experience closer to wielding a real, physical brush. To support popular media types such as oil and pastel, most previous 3D brush models have implemented paint smearing and mixing. This is generally accomplished by a simple repeated exchange of paint between the 3D brush and 2D canvas, with the paint picked up by the brush typically mapped directly onto the brush surface. In this paper we demonstrate that both repeated exchanges and direct mapping of paint onto brush surfaces are sub-optimal choices, leading to excessive loss of color detail and computational inefficiencies. We present new techniques to solve both problems, first by using a canvas snapshot buffer to prevent repeated paint exchange, and second by mapping brush paint onto a 2D, resolution-matched pickup map that sits underneath the brush, instead of mapping onto the 3D brush itself. Together, these act to minimize resampling artifacts, helping to preserve fine streaks and color details in strokes, while at the same time yielding improved efficiency by never sampling the brush more densely than necessary. We demonstrate the effectiveness of our method in a real-time paint system implemented on the GPU that simulates pastel and oil paint. Our method is simple and effective, and achieves a level of realism for these two media not attained by any previous work.