Computer-generated pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Image-guided streamline placement
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 98 Electronic art and animation catalog
Artistic silhouettes: a hybrid approach
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-Photorealistic Rendering
Microsoft DirectX 9 Programmable Graphics Pipeline
Microsoft DirectX 9 Programmable Graphics Pipeline
ACM SIGGRAPH 2003 Papers
Physics for Game Developers
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
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Lines are usually drawn to mark the silhouette which distinct an object from another. From a simple stroke by the artist's hand, lines can be as expressive as though the drawn object is alive. Compared to the actual realistic rendering of the model, simple sketches of lines not only catches our attention faster, but also allows the young mind to understand easier. This paper presents a real-time rendering algorithm in a loose and sketchy style. The basis of this was presented by Curtis [1998] but is used for offline rendering. Lines are drawn using a stochastic particle system to convey emotions and personality at every stroke. At runtime, the particles are generated from the template image, guided by the force field with some controllable variable to produce a lively stroke using programmable shaders.