Textons, the fundamental elements in preattentive vision and perception of textures
Readings in computer vision: issues, problems, principles, and paradigms
Interactive pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Drawing and animation using skeletal strokes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Assessing the effect of non-photorealistic rendered images in CAD
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hatching by example: a statistical approach
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
WYSIWYG NPR: drawing strokes directly on 3D models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Learning style translation for the lines of a drawing
ACM Transactions on Graphics (TOG)
A Compact Model for Viewpoint Dependent Texture Synthesis
SMILE '00 Revised Papers from Second European Workshop on 3D Structure from Multiple Images of Large-Scale Environments
Fundamentals of Computer Graphics, Second Ed.
Fundamentals of Computer Graphics, Second Ed.
Measuring Stipple Aesthetics in Hand-Drawn and Computer-Generated Images
IEEE Computer Graphics and Applications
Algorithm for computer control of a digital plotter
IBM Systems Journal
Sketch interpretation and refinement using statistical models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Computational Aesthetics 2008: Automatically mimicking unique hand-drawn pencil lines
Computers and Graphics
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In applications such as architecture, early design sketches often mislead the target audience [SSRL96]. Approximate human-drawn sketches are typically accepted as a better way of demonstrating fundamental design concepts. To this end we have designed an algorithm that creates lines that perceptually resemble human-drawn lines. Our algorithm works directly with input point data and physically based mathematical model of human arm movement. Further, the algorithm does not rely on a database of human drawn lines, nor does it require any input other than the end points of the lines to generate a line of arbitrary length. The algorithm will generate any number of aesthetically pleasing and natural looking lines, where each one is unique. The algorithm was designed by conducting various user studies on human line sketches, and analyzing the lines to produce basic heuristics. We found that an observational analysis of human lines made a bigger impact on the algorithm than a statistical analysis. A further study has shown that the algorithm produces lines that are perceptually indistinguishable from straight hand-drawn pencil lines.