Computer-generated pen-and-ink illustration
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Orientable textures for image-based pen-and-ink illustration
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Artistic silhouettes: a hybrid approach
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Normalized Cuts and Image Segmentation
IEEE Transactions on Pattern Analysis and Machine Intelligence
IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-Photorealistic Rendering
Computer Vision: A Modern Approach
Computer Vision: A Modern Approach
A feature-based pencil drawing method
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Mean Shift, Mode Seeking, and Clustering
IEEE Transactions on Pattern Analysis and Machine Intelligence
What Energy Functions Can Be Minimized via Graph Cuts?
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part III
Tutorial: A Survey of Stroke-Based Rendering
IEEE Computer Graphics and Applications
A Developer's Guide to Silhouette Algorithms for Polygonal Models
IEEE Computer Graphics and Applications
Multiclass Spectral Clustering
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
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Sketching is a drawing style where approximations and successive refinement in the drawing process are evident. The approximation of contours in sketching involves multiple overlapping strokes that are relatively long in regions of low curvature and shorter in high-curvature areas, yet unimportant high-curvature details are omitted in the initial stages of a sketch. Rendering contours with a single long stroke does not capture the feel of a sketch, and a simple strategy of breaking strokes at curvature maxima is easily confused by unimportant details and noise. We address the contour breaking problem for sketching by clustering samples of the contour based on proximity and orientation, making use of a global clustering algorithm (normalized cuts). The strokes generated by this approach qualitatively resemble those produced by real artists, and the successive approximation effect seen in sketching can be simulated by employing our approach at a succession of scales (increasing the number of clusters).