
@article{Raskar:2001:HSN,
         author = {Ramesh Raskar },
         title = {Hardware Support for Non-photorealistic Rendering },
         journal = {2001 SIGGRAPH / Eurographics Workshop on Graphics Hardware},
         year = {2001},
         month = {August},
         editor = { },
         publisher = {ACM Press},
         pages = { },
         note = { },
         annote = {  },
      }

@article{Freudenberg:2001:WIF,
         author = {Bert Freudenberg and Maic Masuch and Thomas Strothotte},
         title = {Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine},
         volume = {20},
         number = {3},
         journal = {Computer Graphics Forum},
         year = {2001},
         publisher = {Blackwell Publishers},
         note = {ISSN 1067-7055},
         annote = { In this paper we show how a game engine designed to generate
photorealistic images can be extended to produce non-photorealistic
and hybrid renditions. We introduce new hardware-based methods to
accomplish pen-and-ink illustrations. The combination of the highly
optimized processing of a game engine and the use of hardware for NPR
algorithms yields real-time animation of pen-and-ink illustrations.
The particular advance of this method is that it yields the first
real-time, frame-coherent pen-and-ink animations which maintain both
tone and texture. }, }


      @article{Bourguignon:2001:DFI,
         author = {David Bourguignon and Marie-Paule Cani and George Drettakis},
         title = {Drawing for Illustration and Annotation in 3D},
         volume = {20},
         number = {3},
         journal = {Computer Graphics Forum},
         year = {2001},
         publisher = {Blackwell Publishers},
         note = {ISSN 1067-7055},
         keywords = {drawing, stroke-based illustration, interface},
         annote = { We present a system for sketching in 3D, which
      strives to preserve the degree of expression, imagination, and
      simplicity of use achieved by 2D drawing. Our system directly
      uses user-drawn strokes to infer the sketches representing the
      same scene from different viewpoints, rather than attempting to
      reconstruct a 3D model.  This is achieved by interpreting
      strokes as indications of a local surface silhouette or
      contour. Strokes thus deform and disappear progressively as we
      move away from the original viewpoint. They may be occluded by
      objects indicated by other strokes, or, in contrast, be drawn
      above such objects. The user draws on a plane which can be
      positioned explicitly or relative to other objects or strokes in
      the sketch. Our system is interactive, since we use fast
      algorithms and graphics hardware for rendering. We present
      applications to education, design, architecture and fashion,
      where 3D sketches can be used alone or as an annotation of an
      existing 3D model. }, }



@article{Kang:2001:TIT,
         author = {Hyung Woo Kang and Soon Hyoung Pyo and Ken-ichi Anjyo and Sung Yong Shin},
         title = {Tour Into the Picture using a Vanishing Line and its Extension to  Panoramic Images},
         volume = {20},
         number = {3},
         journal = {Computer Graphics Forum},
         year = {2001},
         publisher = {Blackwell Publishers},
         note = {ISSN 1067-7055},
         keywords = {Image-based modeling/rendering, projective geometry, vanishing line,  panoramic image},
         annote = { Tour into the picture (TIP) proposed by Horry et
      al.is a method for generating a sequence of walk-through images
      from a single reference picture (or image). By navigating a 3D
      scene model constructed from the picture, TIP produces
      convincing 3D effects. Assuming that the picture has one
      vanishing point, they proposed the scene modeling scheme called
      spidery mesh. However, this scheme has to go through major
      modification when the picture contains multiple vanishing points
      or does not have any well-defined vanishing point. Moreover, the
      spidery mesh is hard to generalize for other types of images
      such as panoramic images. In this paper, we propose a new scheme
      for TIP which is based on a single vanishing line instead of a
      vanishing point. Based on projective geometry, our scheme is
      simple and yet general enough to address the problems faced with
      the previous method. We also show that our scheme can be
      naturally extended to a panoramic image. }, }


@article{Way:2001:TSO,
         author = {Der-Lor Way and Zen-Chung Shih},
         title = {The Synthesis of Rock Textures in Chinese Landscape Painting},
         volume = {20},
         number = {3},
         journal = {Computer Graphics Forum},
         year = {2001},
         publisher = {Blackwell Publishers},
         note = {ISSN 1067-7055},
   annote = {In Chinese landscape painting, rock textures portray the
      orientation of mountains and contribute to the atmosphere. Many
      landscape-painting skills are required according to the type of
      rock. Landscape painting is the major theme of Chinese
      painting. Over the centuries, masters of Chinese landscape
      painting developed various texture strokes. Hemp-fiber and
      axe-cut are two major types of texture strokes. A slightly
      sinuous and seemingly broken line, the hemp-fiber stroke is used
      for describing the gentle slopes of rock formations whereas the
      axe-cut stroke best depicts hard, rocky surfaces. This paper
      presents a novel method of synthesizing rock textures in Chinese
      landscape painting, useful not only to artists who want to paint
      interactively, but also in automated rendering of natural
      scenes.  The method proposed underwrites the complete painting
      process after users have specified only the contour and
      parameters. }, }



@article{Durand:2001:DSH,
         author = {Fredo Durand and Victor Ostromoukhov and Mathieu Miller and Francois Duranleau  and Julie Dorsey},
         title = { Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing},
         journal = {Eurographics Workshop on Rendering},
         year = {2001},
         publisher = {Springer-Verlag},
         pages = {},
         note = {},
         annote = {},
      }

@article{Gooch:2001:ACI,
         author = {Bruce Gooch and Eric Reinhard and Chris Moulding and Peter Shirley },
         title = { Artistic Composition for Image Creation },
         journal = {Eurographics Workshop on Rendering},
         year = {2001},
         publisher = {Springer-Verlag},
         pages = {},
         note = {},
         annote = {},
      }


@article{Visvalingam:2001:TCE,
         author = {M Visvalingam and K Dowson},
         title = {Towards Cognitive Evaluation of Computer-drawn Sketches},
         volume = {17},
         number = {4},
         journal = {The Visual Computer},
         year = {2001},
         month = {},
         pages = {},
         keywords = {},
         annote = {  },
      }

@article{Cornish:2001:VPF,
         author = {Derek Cornish and Andrea Rowan and David Luebke},
         title = {View-Dependent Particles for Interactive Non-Photorealistic Rendering},
         journal = {Graphics Interface 2001},
         year = {2001},
         month = {June},
         editor = {Benjamin Watson and John W. Buchanan},
         pages = {151--158},
         note = {ISBN 0-96888-080-0}, 
   annote = {We present a novel framework for non-photorealistic
      rendering (NPR) based on view-dependent geometric simplification
      techniques. Following a common thread in NPR research, we
      represent the model as a system of particles, which will be
      rendered as strokes in the final image and which may optionally
      overlay a polygonal surface. Our primary contribution is the use
      of a hierarchical view-dependent clustering algorithm to
      regulate the number and placement of these particles. This
      algorithm unifies several tasks common in artistic rendering,
      such as placing strokes, regulating the screen-space density of
      strokes, and ensuring inter-frame coherence in animated or
      interactive rendering. View-dependent callback functions
      determine which particles are rendered and how to render the
      associated strokes. The resulting framework is interactive and
      extremely flexible, letting users easily produce and experiment
      with many different art-based rendering styles.  }, }

@article{Sloan:2001:TLS,
         author = {Peter-Pike Sloan and William Martin and Amy Gooch and Bruce Gooch},
         title = {The Lit Sphere: A Model for Capturing NPR Shading from Art},
         journal = {Graphics Interface 2001},
         year = {2001},
         month = {June},
         editor = {Benjamin Watson and John W. Buchanan},
         pages = {143--150},
         note = {ISBN 0-96888-080-0},
         annote = {While traditional graphics techniques provide for
      the realistic display of three-dimensional objects, these
      methods often lack the flexibility to emulate expressive effects
      found in the works of artists such as Michelangelo and Cezanne.
      We introduce a technique for capturing custom artistic shading
      models from sampled art work. Our goal is to allow users to
      easily generate shading models which give the impression of
      light, depth, and material properties as accomplished by
      artists.  Our system provides real-time feedback to immediately
      illustrate aesthetic choices in shading model design, and to
      assist the user in the exploration of novel viewpoints. We
      describe rendering algorithms which are easily incorporated into
      existing shaders, making non-photorealistic rendering of
      materials such as skin, metal, or even painted objects fast and
      simple. The flexibility of these methods for generating shading
      models enables users to portray a large range of materials as
      well as to capture the look and feel of a work of art. (Color
      images can be found at
      http://www.cs.utah.edu/npr/papers/LitSphere_HTML.) }, }

@article{Agrawala:2001:RER,
         author = {Maneesh Agrawala and Chris Stolte},
         title = {Rendering Effective Route Maps: Improving Usability Through
      Generalization},
         journal = {Proceedings of SIGGRAPH 2001},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {2001},
         month = {August},
         editor = {Eugene Fiume},
         publisher = {ACM Press / ACM SIGGRAPH},
         pages = {241--250},
         note = {ISBN 1-58113-292-1},
         keywords = {Information Visualization, Non-Realistic Rendering, WWW Applications,  Human Factors},
         annote = {Route maps, which depict a path from one location
      to another, have emerged as one of the most popular applications
      on the Web. Current computer-generated route maps, however, are
      often very difficult to use. In this paper we present a set of
      cartographic generalization techniques specifically designed to
      improve the usability of route maps. Our generalization
      techniques are based both on cognitive psychology research
      studying how route maps are used and on an analysis of the
      generalizations commonly found in handdrawn route maps. We
      describe algorithmic implementations of these generalization
      techniques within LineDrive, a real-time system for
      automatically designing and rendering route maps.  Feedback from
      over 2200 users indicates that almost all believe LineDrive maps
      are preferable to using standard computer-generated route maps
      alone. }, }




@article{Agrawala:1995:3PO,
         author = {Maneesh Agrawala and Andrew C. Beers and Marc Levoy},
         title = {3D Painting on Scanned Surfaces },
         journal = {1995 Symposium on Interactive 3D Graphics},
         year = {1995},
         month = {April},
         editor = {Pat Hanrahan and Jim Winget},
         publisher = {ACM SIGGRAPH},
         pages = {145--150},
         note = {ISBN 0-89791-736-7},
      }
                                                                                            
  
 #2:
      @article{Agrawala:2000:AMR,
         author = {Maneesh Agrawala and Denis Zorin and Tamara Munzner },
         title = {Artistic Multiprojection Rendering},
         journal = {Rendering Techniques 2000: 11th Eurographics Workshop on Rendering},
         year = {2000},
         month = {June},
         editor = {Bernard P{\'{e}}roche and Holly Rushmeier},
         publisher = {Eurographics},
         pages = {125--136},
         note = {ISBN 3-211-83535-0},
         annote = {In composing hand-drawn images of 3D scenes,
      artists often alter the projection for each object in the scene
      independently, thereby generating multiprojection images. We
      present an interactive tool for creating such multiprojection
      images and animations, consisting of two parts: a
      multiprojection rendering algorithm and an interactive interface
      for attaching local cameras to the scene geometry. We describe a
      new set of techniques for resolving visibility between geometry
      rendered with different local cameras. We also develop several
      camera constraints that are useful when initially setting local
      camera parameters and when animating the scene. We demonstrate
      applications of our methods for generating a variety of artistic
      effects in still images and in animations. }, }


      @article{Hertzmann:2001:IA,
         author = {Aaron Hertzmann and Charles E. Jacobs and Nuria Oliver and Brian
      Curless and David H. Salesin},
         title = {Image Analogies},
         journal = {Proceedings of SIGGRAPH 2001},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {2001},
         month = {August},
         editor = {Eugene Fiume},
         publisher = {ACM Press / ACM SIGGRAPH},
         pages = {327--340},
         note = {ISBN 1-58113-292-1},
         keywords = {example-based rendering, texture synthesis,
         non-photorealistic rendering, Markov random fields,
         autoregression, texture-by-numbers, texture transfer},
         annote = {This paper describes a new framework for processing
      images by example, called "image analogies." The framework
      involves two stages: a design phase, in which a pair of images,
      with one image purported to be a "filtered" version of the
      other, is presented as "training data"; and an application
      phase, in which the learned filter is applied to some new target
      image in order to create an "analogous" filtered result. Image
      analogies are based on a simple multi-scale autoregression,
      inspired primarily by recent results in texture synthesis. By
      choosing different types of source image pairs as input, the
      framework supports a wide variety of "image filter" effects,
      including traditional image filters, such as blurring or
      embossing; improved texture synthesis, in which some textures
      are synthesized with higher quality than by previous approaches;
      super-resolution, in which a higher-resolution image is inferred
      from a low-resolution source; texture transfer, in which images
      are "texturized" with some arbitrary source texture; artistic
      filters, in which various drawing and painting styles are
      synthesized based on scanned real-world examples; and
      texture-by-numbers, in which realistic scenes, composed of a
      variety of textures, are created using a simple painting
      interface. }, }

@article{Baxter:2001:DIH,
         author = {Bill Baxter and Vincent Scheib and Ming C. Lin and Dinesh Manocha},
         title = {DAB: Interactive Haptic Painting With 3D Virtual Brushes},
         journal = {Proceedings of SIGGRAPH 2001},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {2001},
         month = {August},
         editor = {Eugene Fiume},
         publisher = {ACM Press / ACM SIGGRAPH},
         pages = {461--468},
         note = {ISBN 1-58113-292-1},
         keywords = {Haptics, Human Computer Interaction, Painting Systems, Deformable Brush Model},
         annote = {We present a novel painting system with an
      intuitive haptic interface, which serves as an expressive
      vehicle for inter-ctively creating painterly works. We introduce
      a deformable, 3D brush model, which gives the user natural
      control of complex brush strokes. The force feedback enhances
      the sense of realism and provides tactile cues that enable the
      user to better manipulate the paint brush. We have also
      developed a bidirectional, two-layer paint model that, combined
      with a palette interface, enables easy loading of complex blends
      onto our 3D virtual brushes to generate interesting paint
      effects on the canvas. The resulting system, DAB, provides the
      user with an artistic setting, which is conceptually equivalent
      to a real-world painting environment. Several users have tested
      DAB and were able to start creating original art work within
      minutes. }, }

@article{Hausner:2001:SDM,
         author = {Alejo Hausner},
         title = {Simulating Decorative Mosaics},
         journal = {Proceedings of SIGGRAPH 2001},
         year = {2001},
         month = {August},
         editor = {Eugene Fiume},
         publisher = {ACM Press / ACM SIGGRAPH},
         pages = {573--578},
         note = {ISBN 1-58113-292-1},
         annote = {This paper presents a method for simulating
      decorative tile mosaics.  Such mosaics are challenging because
      the square tiles that comprise them must be packed tightly and
      yet must follow orientations chosen by the artist. Based on an
      existing image and user-selected edge features, the method can
      both reproduce the image's colours and emphasize the selected
      edges by placing tiles that follow the edges. The method uses
      centroidal voronoi diagrams which normally arrange points in
      regular hexagonal grids. By measuring distances with an
      manhattan metric whose main axis is adjusted locally to follow
      the chosen direction field, the centroidal diagram can be
      adapted to place tiles in curving square grids
      instead. Computing the centroidal voronoi diagram is made
      possible by leveraging the z-buffer algorithm available in many
      graphics cards. }, }

@article{Praun:2001:RH,
         author = {Emil Praun and Hugues Hoppe and Matthew Webb and Adam Finkelstein },
         title = {Real-Time Hatching},
         journal = {Proceedings of SIGGRAPH 2001},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {2001},
         month = {August},
         editor = {Eugene Fiume},
         publisher = {ACM Press / ACM SIGGRAPH},
         pages = {579--584},
         note = {ISBN 1-58113-292-1},
         keywords = {non-photorealistic rendering, line art, multitexturing,
      chicken-and-egg problem },
         annote = {Drawing surfaces using hatching strokes
      simultaneously conveys material, tone, and form. We present a
      real-time system for non-photorealistic rendering of hatching
      strokes over arbitrary surfaces. During an automatic preprocess,
      we construct a sequence of mip-mapped hatch images corresponding
      to different tones, collectively called a tonal art map. Strokes
      within the hatch images are scaled to attain appropriate stroke
      size and density at all resolutions, and are organized to
      maintain coherence across scales and tones. At runtime, hardware
      multitexturing blends the hatch images over the rendered faces
      to locally vary tone while maintaining both spatial and temporal
      coherence. To render strokes over arbitrary surfaces, we build a
      lapped texture parametrization where the overlapping patches
      align to a curvature-based direction field. We demonstrate
      hatching strokes over complex surfaces in a variety of
      styles. }, }


@article{Sourin:2001:FBV,
         author = {Alexei Sourin},
         title = {Functionally Based Virtual Computer Art},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {77--84},
         note = {ISBN 1-58113-292-1},
         keywords = {Computer art, embossing, carving, virtual reality, functionally based
      shape modeling},
         annote = {This article describes how virtual embossing and
      wood cutting can be done using the function representation of a
      shape and tools. The software is implemented as an interactive
      shape modeler where a functional model of the shape is
      subsequently modified with offset and set-theoretic
      operations. For visualization, interactive ray tracing is
      used. Bounding boxes together with the spatial organization of
      the functional model provide the required fast function
      evaluation that is usually a bottleneck for functionally based
      shape modeling systems. The software runs on a personal
      computer. }, }
                                                                                            
  @article{Keefe:2001:CAF,
         author = {Daniel F. Keefe and Daniel Acevedo Feliz and Tomer Moscovich and David
      H. Laidlaw and Joseph J. LaViola Jr.},
         title = {CavePainting: A Fully Immersive 3D Artistic Medium and Interactive Experience},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {85--94},
         note = {ISBN 1-58113-292-1},
         keywords = {3D painting, 3D modeling, gestures, tangible user interface, Cave},
         annote = {CavePainting is an artistic medium that uses a 3D
      analog of 2D brush strokes to create 3D works of art in a fully
      immersive Cave environment. Physical props and gestures are used
      to provide an intuitive interface for artists who may not be
      familiar with virtual reality. The system is designed to take
      advantage of the 8 ft. × 8 ft. × 8 ft. space in which the artist
      works. CavePainting enables the artist to create a new type of
      art and provides a novel approach to viewing this art after it
      has been created. In this paper, we describe Cave-Painting s 3D
      brush strokes, color pickers, artwork viewing mode, and
      interface. We also present several works of art created using
      the system along with feedback from artists. Artists are excited
      about this form of art and the gestural, full-body experience of
      creating it. }, }
                                                                                            
  @article{Yen:2001:ESC,
         author = {Jane Yen and Carlo S{\'{e}}quin},
         title = {Escher Sphere Construction Kit},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {95--98},
         note = {ISBN 1-58113-292-1},
         keywords = {M. C. Escher, solid modeling, tessellation, spherical symmetry, spherical tiling, tile editor},
         annote = {M. C. Escher created a myriad of amazing planar
      tessellations, yet only a few three-dimensional ones such as his
      wooden fish ball and dodecahedral flower.  We have developed an
      interactive program to design and manufacture "Escher Spheres" -
      sets of tiles that can be assembled into spherical balls. The
      user chooses from a set of predefined symmetry groups and then
      deforms the boundaries of the basic domain tile; all
      corresponding points based on the chosen symmetry class move
      concurrently, instantly showing the overall result. The interior
      of the tile can be embellished with a bas-relief. Finally the
      tile is radially extruded and output as a solid model suitable
      for free-form fabrication. }, }

@article{Kowalski:2001:UCE,
         author = {Michael A. Kowalski and John F. Hughes and Cynthia Beth Rubin and Jun
      Ohya},
         title = {User-Guided Composition Effects For Art-Based Rendering },
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {99--102},
         note = {ISBN 1-58113-292-1},
      }

@article{Mohr:2001:NIS,
         author = {Alex Mohr and Michael Gleicher},
         title = {Non-Invasive, Interactive, Stylized Rendering},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {175--178},
         note = {ISBN 1-58113-292-1},
         keywords = {Non-photorealistic rendering, Real-time, Stylized, Interactive, 3D},
         annote = {In this paper, we show how many interactive 3D
      applications visual styles can be changed to new, different, and
      interesting visual styles non-invasively. Our method lets a
      single stylized renderer be used with many applications. We
      implement this by intercepting the OpenGL graphics library and
      changing the drawing calls. Even though OpenGL only receives
      low-level information from an application, computation on this
      data and assumptions about the application can give us enough
      information to develop stylized renderers. }, }



@article{Igarashi:2001:AUF,
         author = {Takeo Igarashi and Dennis Cosgrove},
         title = {Adaptive Unwrapping for Interactive Texture Painting},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {209--216},
         note = {ISBN 1-58113-292-1},
         keywords = {texture mapping, texture painting, interactive 3D graphics,
      multiresolution paint, zooming, 3D content creation},
    annote = {We present a method for dynamically generating an
      efficient texture bitmap and its associated UV-mapping in an
      interactive texture painting system for 3D models. Typical 3D
      texture painting programs require the user to explicitly define
      the underlying UV-mapping from 3D geometry to 2D bitmap prior to
      painting.  This mapping is unchanged by the painting
      process. However, a predefined UV-mapping can cause distortion
      at arbitrary locations and waste bitmap memory in unpainted
      areas. To solve these problems, we propose an adaptive
      unwrapping mechanism where the system dynamically creates a
      tailored UV-mapping for newly painted polygons during the
      interactive painting process. This eliminates the distortion of
      brush strokes, and the resulting texture bitmap is more compact
      because the system allocates texture space only for the painted
      polygons. In addition, this dynamic texture allocation allows
      the user to paint smoothly at any zoom level. This technique can
      be efficiently implemented using standard 3D rendering engines,
      and the painted models can be stored as standard textured
      polygonal models. We implemented a prototype system, called
      Chameleon, and our users experiences suggest that our technique
      is very useful for simple painting by casual users. }, }
                                                                                
      @article{Tolba:2001:APD,
         author = {Osama Tolba and Julie Dorsey and Leonard McMillan},
         title = {A Projective Drawing System},
         journal = {2001 ACM Symposium on Interactive 3D Graphics},
         year = {2001},
         month = {March},
         editor = {John F. Hughes and Carlo H. S{\'{e}}quin},
         pages = {25--34},
         note = {ISBN 1-58113-292-1},
         keywords = {Image-based Modeling and Rendering, Misc. 2D graphics, Non-Euclidean Spaces, Non-Photorealistic Rendering},
       annote = {We present a novel drawing system for composing and
      rendering perspective scenes. Our approach uses a projective 2D
      representation for primitives rather than a conventional 3D
      description. This allows drawings to be composed with the same
      ease as traditional illustrations, while providing many of the
      advantages of a 3D model. We describe a range of user-interface
      tools and interaction techniques that give our system its
      3D-like capabilities. We provide vanishing point guides and
      perspective grids to aid in drawing free-hand strokes and
      composing perspective scenes. Our system also has tools for
      intuitive navigation of a virtual camera, as well as methods for
      manipulating drawn primitives so that they appear to undergo 3D
      translations and rotations. We also support automatic shading of
      primitives using either realistic or non-photorealistic
      styles. Our system supports drawing and shading of extrusion
      surfaces with automatic hidden surface removal and highlighted
      silhouettes. Casting shadows from an infinite light source is
      also possible with minimal user intervention. }, }
                                                                                            
              
  

@inproceedings{Buchanan:2000:NPAR,
  author = {John W. Buchanan and Mario C. Sousa},
  title =  {The edge buffer: A data structure for easy silhouette rendering},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Buck:2000:NPAR,
  author = {Ian Buck and Adam Finkelstein and Charles Jacobs and 
            Allison Klein and David H. Salesin and Jashua Seims and 
            Richard Szeliski and Kentaro Toyama},
  title =  { Performance-Driven Hand-Drawn Animation},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Cohen:2000:NPAR,
  author = {Jonathan M. Cohen and John F. Hughes and Robert C. Zeleznik},
  title =  { Harold: A World Made of Drawings},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@article{Deussen:2000,
  author = {Oliver Deussen and Thomas Strothotte},
  title = {Computer-Generated Pen-and-Ink Illustration of Trees},
  journal = {Proceedings of SIGGRAPH 2000},
  series = {Computer Graphics Proceedings, Annual Conference Series},
  year = {2000},
  month = {July},
  editor = {Kurt Akeley},
  publisher = {ACM Press / ACM SIGGRAPH / Addison Wesley Longman},
  pages = {13--18},
  note = {ISBN 1-58113-208-5},
  keywords = {Biological Systems, Frame Buffer Tricks, Non-Realistic Rendering},
  annote = {We present a method for automatically rendering
            pen-and-ink illustrations of trees. A given 3-d tree model
            is illustrated by the tree skeleton and a visual
            representation of the foliage using abstract drawing
            primitives. Depth discontinuities are used to determine
            what parts of the primitives are to be drawn; a hybrid
            pixel-based and analytical algorithm allows us to deal
            efficiently with the complex geometric data. Using the
            proposed method we are able to generate illustrations with
            different drawing styles and levels of abstraction. The
            illustrations generated are spatial coherent, enabling us
            to create animations of sketched
            environments. Applications of our results are found in
            architecture, animation and landscaping. }, 
}


@inproceedings{Girshick:2000:NPAR,
  author = {Ahna Girshick and Victoria Interrante and Steven Haker and 
            Todd Lemoine},
  title =  {Line Direction Matters: An Argument for the Use of Principal
            Directions in 3D Line Drawings },
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Hertzmann:2000:NPAR,
  author = {Aaron Hertzmann and Ken Perlin},
  title =  { Painterly Rendering for Video and Interaction},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}

@article{Kaplan:2000:E,
  author = {Craig S. Kaplan and David H. Salesin},
  title = {Escherization},
  journal = {Proceedings of SIGGRAPH 2000},
  series = {Computer Graphics Proceedings, Annual Conference Series},
  year = {2000},
  month = {July},
  editor = {Kurt Akeley},
  publisher = {ACM Press / ACM SIGGRAPH / Addison Wesley Longman},
  pages = {499--510},
  note = {ISBN 1-58113-208-5},
  keywords = {Tilings, tesselations, morphing, optimization, simulated
              annealing, Escher},
  annote = {This paper introduces and presents a solution to the '
            Escherization' problem: given a closed figure in the
            plane, find a new closed figure that is similar to the
            original and tiles the plane. Our solution works by using
            a simulated annealer to optimize over a parameterization
            of the "isohedral" tilings, a class of tilings that is
            flexible enough to encompass nearly all of Escher's own
            tilings, and yet simple enough to be encoded and explored
            by a computer. We also describe a representation for
            isohedral tilings that allows for highly interactive
            viewing and rendering. We demonstrate the use of these
            tools - along with several additional techniques for
            adding decorations to tilings - with a variety of original
            ornamental designs. }, 
}

@inproceedings{Kaplan:2000:NPAR,
  author = {Matthew Kaplan and Bruce Gooch and Elaine Cohen  },
  title =  {Interactive Artistic Rendering },
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Lake:2000:NPAR,
  author = {Adam Lake and Carl Marshall and Mark Harris and Marc Blackstein},
  title =  { Stylized Rendering Techniques for Scalable Real-Time 3D Animation},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Markosian:2000:NPAR,
  author = {Lee Markosian and Barbara J. Meier and Michael A. Kowalski and Loring S. Holden and J.D. Northrup and John F. Hughes},
  title =  { Art-based Rendering with Continuous Levels of Detail},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Martin:2000:NPAR,
  author = {D. Martin and S. Garcia and J. C. Torres},
  title =  { Observer dependent deformations in illustration},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}

@article{Mestetskii:2000:FCA,
   author = {L.M. Mestetskii},
   title = {Fat curves and representation of planar figures},
   volume = {24},
   number = {1},
   journal = {Computers \& Graphics},
   year = {February 2000},
   publisher = {Pergamon Press / Elsevier Science},
   pages = {9--21},
   note = {ISSN 0097-8493},
   keywords = {Fat curve; B{\'{e}}zier curve; Implicit representation; Engraving},
   annote = {A fat curve is a "curve having a width;" it is the trace
             left by a moving circle of variable radius. A union of a
             finite number of fat curves is called engraving. This
             paper describes mathematical representation of fat
             curves, their rendering on standard (raster) display
             devices, proposes a B{\'{e}}zier representation for fat
             curves and discusses 2D modelling through engraving. A
             method for the approximation of arbitrary bitmap binary
             images by engraving is also presented. }, 
}


@inproceedings{Northrup:2000:NPAR,
  author = {J.D. Northrup and Lee Markosian},
  title =  { Artistic Silhouettes: A Hybrid Approach},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
@inproceedings{Noot:2000:NPAR,
  author = {Han Noot and Zsofia Ruttkay},
  title =  { Animated CharToon Faces},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}
 
@inproceedings{Snibbe:2000:NPAR,
  author = {Scott Sona Snibbe and Golan Levin},
  title =  { Interactive Dynamic Abstraction},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="",
}

 @article{Sousa:2000:OMO,
  author = {Mario Costa Sousa and John W. Buchanan},
  title = {Observational Models of Graphite Pencil Materials},
  volume = {19},
  number = {1},
  journal = {Computer Graphics Forum},
  year = {2000},
  month = {March},
  publisher = {Blackwell Publishers},
  pages = {27--49},
  note = {ISSN 1067-7055},
  annote = {This paper presents models for graphite pencil,
            drawing paper, blenders, and kneaded eraser that
            produce realistic looking pencil marks,
            textures, and tones. Our models are based on an
            observation of how lead pencils interact with
            drawing paper, and on the absorptive and
            dispersive properties of blenders and erasers
            interacting with lead material deposited over
            drawing paper. The models consider parameters
            such as the particle composition of the lead,
            the texture of the paper, the position and shape
            of the pencil materials, and the pressure
            applied to them. We demonstrate the capabilities
            of our approach with a variety of images and
            compare them to digitized pencil drawings. We
            also present image-based rendering results
            implementing traditional graphite pencil tone
            rendering methods. }, 
}


@article{Deussen:2000:SIG,
         author = {Oliver Deussen and Thomas Strothotte},
         title = {Pen-and-Ink Illustration of Trees},
         journal = {Proceedings of SIGGRAPH 2000},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {July 2000},
         editor = {},
         publisher = {ACM SIGGRAPH},
         pages = {},
         note = {Held in New Orleans, Louisianna.},
         keywords = {},
         annote = {  },
      }

@article{Klein:2000:SIG,
         author = {Allison W. Klein and Wilmot Li and Misha Kazhdan and 
                   Wagner Toledo Corrêa and Adam Finkelstein and Thomas Funkhouser },
         title = {Non-Photorealistic Virtual Environments },
         journal = {Proceedings of SIGGRAPH 2000},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {July 2000},
         editor = {},
         publisher = {ACM SIGGRAPH},
         pages = {},
         note = {Held in New Orleans, Louisianna.},
         keywords = {},
         annote = {  },
      }
 
@article{Petrovic:2000:SIG,
         author = {Lena Petrovic and Brian Fujito and Adam Finkelstein   and Lance Williams  },
         title = {Shadows for Cel Animation},
         journal = {Proceedings of SIGGRAPH 2000},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {July 2000},
         editor = {},
         publisher = {ACM SIGGRAPH},
         pages = {},
         note = {Held in New Orleans, Louisianna.},
         keywords = {},
         annote = {  },
      }
@article{Sander:2000:SIG,
         author = {Pedro V. Sander and Xianfeng Gu and 
         Steven J. Gortler and Hugues Hoppe and John Snyder },
         title = {Silhouette Clipping},
         journal = {Proceedings of SIGGRAPH 2000},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {July 2000},
         editor = {},
         publisher = {ACM SIGGRAPH},
         pages = {},
         note = {Held in New Orleans, Louisianna.},
         keywords = {},
         annote = {  },
      }
  
 @article{Zorin:2000:SIG,
         author = {Aaron Hertzmann and Denis Zorin  },
         title = {Illustrating Smooth Surfaces},
         journal = {Proceedings of SIGGRAPH 2000},
         series = {Computer Graphics Proceedings, Annual Conference Series},
         year = {July 2000},
         editor = {},
         publisher = {ACM SIGGRAPH},
         pages = {},
         note = {Held in New Orleans, Louisianna.},
         keywords = {},
         annote = {  },
      }  

@inproceedings{Shiraishi:NPAR00,
  author = {Michio Shiraishi and Yasushi Yamaguchi },
  title =  { An Algorithm for Automatic Painterly Rendering based 
                   on Local Source Image Approximation},
  booktitle ={Non-Photorealistic Animation and Rendering 2000 (NPAR '00)},
  editor =   {},
  year =    {June 5-7,2000},
  publisher = {},
  address =   {Annecy, France},
  pages =    {},
  abstract="This paper presents a new method for the automatic
            painterly rendering.  This method synthesizes an
            impressive image with a hand crafted look from a source
            image such as a photograph.  This method generates
            rectangular brush strokes approximating the local regions
            of the source image with suitable locations, orientations,
            and sizes. These properties are calculated with the image
            moments of the color difference images, obtained by taking
            the difference between the local source images, and the
            stroke colors.  The method explicitly deals with not only
            intensity but also chromaticity of the source image.  The
            resulting image is composited with smaller strokes at the
            details while its flat regions are painted with larger
            ones.  The method is also able to control the density of
            strokes as well as their painting order based on their
            sizes.  The density is controlled by a dithering method
            with space-filling curves.  Painting process starts from
            the larger strokes and finishes with the finer ones.
            Because of the density control and the painting order the
            final image preserves the details of the source image.", 
}

@article{Winter2000,
   author = {RobertWinter},
   title = {Art by the Numbers},
   journal = {UCLA Magazine},
   year = {Spring 2000},
   editor = {},
   pages = {26--31},
   note = {}
}

@article{Barequet:1999,
   author = {G. Barequet and C. A. Duncan and M. T. Goodrich and S. Kumar and M. Pop},
   title = {Efficient perspective-accurate silhouette computation},
   journal = {Proceedings of the fifteenth annual symposium on Computational Geometry},
   year = {1999},
   editor = {},
   pages = {417--418},
   note = {}
}

@article{Deussen:1999:AIT,
   author = {Oliver Deussen and Joerg Harnel and Andreas Raab 
             and Stefan Schlechtweg and Thomas Strothotte},
   title = {An Illustration Technique Using Hardware-Based Intersections},
   journal = {Graphics Interface '99},
   year = {June 1999},
   editor = {I. Scott MacKenzie and James Stewart},
   pages = {175--182},
   note = {ISBN 1-55860-632-7},
   keywords = {Non-Photorealistic Rendering, Illustration Techniques,
               Arts, Graphics Hardware},
   annote = {We present a method for generating line drawings of
             complex geometries in the style of crosshatched
             illustrations. Hatching lines are generated by
             intersecting the geometry with a set of
             planes. Half-toning on the basis of the generated curves
             is used to represent a given intensity
             distribution. Computing a geometric skeleton allows us to
             determine automatically the orientation of the
             intersection planes for a wide variety of models. By
             using predefined line styles different types of
             illustrations can be generated.  Applications of the
             method are discussed, examples are given. }, 
}
 
@Article{NPRCourse99,
   Author  = "Stuart Green and David Salesin and Simon Schofield and 
         Aaron Hertzmann and Peter Litwinowicz and Amy Gooch and 
         Cassidy Curtis and Bruce Gooch.",
   Title   = "{Non-Photorealistic Rendering}", 
   Journal= {SIGGRAPH '99 Non-Photorealistic Rendering Course Notes},
   Year    = 1999,
  
}

@Article{OpenGLCourse99,
   Author  = "David Blythe and Brad Grantham and Tom McReynolds and Scott R. Nelson",
   Title   = "{Advanced Graphics Programming Techniques Using OpenGL}", 
   Journal= {SIGGRAPH '99 Course},
   Year    = 1999,
  
}
 
@Article{gooc99,
   Author  = "Bruce Gooch and Peter-Pike Sloan and Amy Gooch
         and Peter Shirley and Richard Riesenfeld",
   Title   = "{Interactive Technical Illustration}", 
   Journal= {Interactive 3D Conference Proceedings},
   Year    = 1999,
   Volume  = {},
   Number  = {},
   Month = apr, 
   annote = {A rendering is an abstraction that favors, preserves, or
             even emphasizes some qualities while sacrificing,
             suppressing, or omitting other characteristics that are
             not the focus of attention. Most computer graphics
             rendering activities have been concerned with
             photorealism, i.e., trying to emulate an image that looks
             like a high-quality photograph. This laudable goal is
             useful and appropriate in many applications, but not in
             technical illustration where elucidation of structure and
             technical information is the preeminent motivation.  This
             calls for a different kind of abstraction in which
             technical communication is central, but art and
             appearance are still essential instruments toward this
             end. Work that has been done on computer generated
             technical illustrations has focused on static images, and
             has not included all of the techniques used to hand draw
             technical illustrations. A paradigm for the display of
             technical illustrations in a dynamic environment is
             presented. This display environment includes all of the
             benefits of computer generated technical illustrations,
             such as a clearer picture of shape, structure, and
             material composition than traditional computer graphics
             methods. It also includes the three-dimensional
             interactive strength of modern display systems. This is
             accomplished by using new algorithms for real time
             drawing of silhouette curves, algorithms which solve a
             number of the problems inherent in previous methods. We
             incorporate current non-photorealistic lighting methods,
             and augment them with new shadowing algorithms based on
             accepted techniques used by artists and studies carried
             out in human perception. },

}

@article{Hamel:1999:CAR,
   author = {J. Hamel and T. Strothotte},
   title = {Capturing and Re-Using Rendition Styles for 
       Non-Photorealistic Rendering},
   volume = {18},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {September 1999},
   publisher = {Blackwell Publishers},
   pages = {173--182},
   note = {ISSN 1067-7055},
   annote = {Rendering high-quality non-photorealistic images of a
             given geometric model is often associated with a
             considerable amount of effort on the part of a user to
             fine-tune the rendition. In this paper we introduce a
             method and tools for re-using the user's effort invested
             in one model for the rendering of other models.\\Our
             method uses templates to describe rendition styles. The
             paper gives a number of examples of the successful
             transfer of styles from one model to another. }, 
}

@article{Igarashi:1999:TAS,
   author = {Takeo Igarashi and Satoshi Matsuoka and Hidehiko Tanaka},
   title = {Teddy: A Sketching Interface for 3D Freeform Design},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1999},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {409--416},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {3D modeling, sketching, pen-based systems, gestures, 
               design, chordal axes, inflation},
   annote = {We present a sketching interface for quickly and easily
             designing freeform models such as stuffed animals and
             other rotund objects. The user draws several 2D freeform
             strokes interactively on the screen and the system
             automatically constructs plausible 3D polygonal
             surfaces. Our system supports several modeling
             operations, including the operation to construct a 3D
             polygonal surface from a 2D silhouette drawn by the user:
             it inflates the region surrounded by the silhouette
             making wide areas fat, and narrow areas thin. Teddy, our
             prototype system, is implemented as a Java program, and
             the mesh construction is done in real-time on a standard
             PC. Our informal user study showed that a first-time user
             typically masters the operations within 10 minutes, and
             can construct interesting 3D models within minutes. }, 
}


@article{Kowalski:1999:ARO,
   author = {Michael A. Kowalski and Lee Markosian and J. D. Northrup
             and Lubomir Bourdev and Ronen Barzel and Loring S. Holden
             and John Hughes},
   title = {Art-Based Rendering of Fur, Grass, and Trees},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1999},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {433--438},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {Non-photorealistic rendering, graftals, procedural textures},
   annote = {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 mod-erately complex
             scenes at multiple frames per second on current graphics
             workstations, and provides some interframe coherence. },
}

@article{Markosian:1999:SAC,
   author = {Lee Markosian and Jonathan M. Cohen and Thomas Crulli and 
             John F. Hughes},
   title = {Skin: A Constructive Approach to Modeling Free-form Shapes},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1999},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {393--400},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {Free-form modeling, meshes, subdivision, multiresolution}, 
   annote = {We present a new particle-based surface representation
             with which a user can interactively sculpt free-form
             surfaces. The particles maintain mesh connectivity and
             operate under rules that lead them to form triangulations
             with properties that make them suitable for use in
             subdivision. A user interactively guides the particles,
             which we call skin, to grow over a given collection of
             polyhedral elements (or skeletons), yielding a smooth
             surface (through subdivision) that approximates the
             underlying skeletal shapes. Skin resembles blobby
             modeling in the constructive approach to modeling it
             supports, but allows a richer vocabulary of skeleton
             shapes, supports sharp creases where desired, and
             provides a convenient mechanism for adding
             multiresolution surface detail. }, 

}

@article{Ostromoukhov:1999:DFE,
   author = {Victor Ostromoukhov},
   title = {Digital Facial Engraving},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1999},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {417--424},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {photorealistic rendering, nonphotorealistic rendering,
               halftoning, dithering, digital engraving},
   annote = {This contribution introduces the basic techniques for
             digital facial engraving, which imitates traditional
             copperplate engraving. Inspired by traditional
             techniques, we first establish a set of basic rules
             thanks to which separate engraving layers are built on
             the top of the original photo. Separate layers are merged
             according to simple merging rules and according to range
             shift/scale masks specially introduced for this
             purpose. We illustrate the introduced technique by a set
             of black/white and color engravings, showing different
             features such as engraving-specific image enhancements,
             mixing different regular engraving lines with mezzotint,
             irregular perturbations of engraving lines etc. We
             introduce the notion of engraving style which comprises a
             set of separate engraving layers together with a set of
             associated range shift/scale masks. The engraving style
             helps to port the look and feel of one engraving to
             another. Once different libraries of pre-defined mappable
             engraving styles and an appropriate user interface are
             added to the basic system, producing a decent gravure
             starting from a simple digital photo will be a matter of
             seconds. The engraving technique described in this
             contribution opens new perspectives for digital art,
             adding unprecedented power and precision to the
             engraver's work. }, 
}

@article{Ostromoukhov:1999:MAA,
   author = {Victor Ostromoukhov and Roger D. Hersch},
   title = {Multi-Color and Artistic Dithering},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {1999},
   month = {August},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {425--432},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {color halftoning, artistic dithering, dither matrix
               equilibration, non-standard inks, side by side printing},
   annote = {A multi-color dithering algorithm is proposed, which
             converts a barycentric combination of color intensities
             into a multi-color non-overlapping surface
             coverage. Multi-color dithering is a generalization of
             standard bi-level dithering. Combined with tetrahedral
             color separation, multi-color dithering makes it possible
             to print images made of a set of non-standard inks. In
             contrast to most previous color halftoning methods,
             multi-color dithering ensures by construction that the
             different selected basic colors are printed side by
             side. Multi-color dithering is applied to generate color
             images whose screen dots are made of artistic shapes
             (letters, symbols, ornaments, etc.). Two dither matrix
             postprocessing techniques are developed, one for
             enhancing the visibility of screen motives and one for
             the local equilibration of large dither matrices. The
             dither matrix equilibration process corrects disturbing
             local intensity variations by taking dot gain and the
             human visual system transfer function into
             account. Thanks to the combination of the presented
             techniques, high quality images can be produced, which
             incorporate at the micro level the desired artistic
             screens and at the macro level the full color
             image. Applications include designs for advertisements
             and posters as well as security printing. Multi-color
             dithering also offers new perspectives for printing with
             special inks, such as fluorescent and metallic inks. },
}


@article{Rademacher:1999:VDG,
   author = {Paul Rademacher},
   title = {View-Dependent Geometry},
   journal = {Proceedings of SIGGRAPH 99},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1999},
   editor = {Alyn Rockwood},
   publisher = {Addison Wesley Longman},
   pages = {439--446},
   note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
   keywords = {Cartoon animation, 3D animation, rendering, animation systems,
       non-photorealistic rendering, 3D blending},
   annote = {When constructing 3D geometry for use in cel animation,
             the reference drawings of the object or character often
             contain various view-specific distortions, which cannot
             be captured with conventional 3D models. In this work we
             present a technique called View-Dependent Geometry,
             wherein a 3D model changes shape based on the direction
             it is viewed from. A view-dependent model consists of a
             base model, a set of key deformations (deformed versions
             of the base model), and a set of corresponding key
             viewpoints (which relate each 2D reference drawing to the
             3D base model). Given an arbitrary viewpoint, our method
             interpolates the key deformations to generate a 3D model
             that is specific to the new viewpoint, thereby capturing
             the view-dependent distortions of the reference
             drawings. }, 
}


@InProceedings{raskar-temp,
   author= "Ramesh Raskar and Michael Cohen",
   title = "Image {P}recision {S}ilhouette {E}dges",
   booktitle = "Proc. 1999 ACM Symposium on Interactive 3D Graphics",
   year = "1999",
   month = apr,
   annote = {Finding and displaying silhouette edges is important in
             applications ranging from computer vision to
             nonphotorealistic rendering. To render visible silhouette
             edges of a polygonal object in a scene from a given
             viewpoint, we must first find all silhouette edges,
             i.e. boundaries between adjacent front facing and
             back-facing surfaces. This is followed by solving the
             partial visibility problem so that only those parts of
             silhouette edges, which are not occluded by interior of
             any front facing surface, are rendered. The scene may
             optionally be rendered with a lighting model. This paper
             describes a simple general-purpose method to combine all
             three operations for any scene composed of objects that
             can be scan-converted. Using a depth buffer, the
             rendering process computes the intersection of adjacent
             front facing and back-facing surfaces in image space at
             interactive rates. All operations are performed in
             image-precision and hence special care is taken for the
             limited numerical precision of the depth buffer. A
             solution is suggested using view-dependent modification
             of polygonal objects. The method does not require any
             preprocessing or adjacency information and hence is
             applicable for dynamic scenes.},

}


@TechReport{Shira:1999,
  author = "Michio Shiraishi and Yasushi Yamaguchi",
  title =  "Image Moment-Based Stroke Placement",
  year =   "1999",
  month =  May,
  pages =  "1--3",
  keywords =     "image, moment, paint, art, artistic ",
  number = "skapps3794",
  institution =  "University of Tokyo",
  address ="Tokyo Japan",
  abstract = "Painterly rendering algorithms synthesize the images 
              with a hand-crafted touch from a source image of a real 
              scene.  The current major scheme is based on Haeberli's 
              method, which paints brush strokes on a canvas successively.
              In our approach, each rectangular stroke is controlled by 
              several attributes, namely, color, location, orientation, 
              width, and length.  We propose an alternative method to 
              determine these attributes so that the stroke nicely 
              approximates a local region of the source image.", 

  annote = " This paper presents a method of using image moments to
             capture the color, size, orientation, and a rough idea of
             the texture needed for strokes in an automatic painting
             system. Much of the math and a good breakdown of the
             algorithm are presented.", }

@article{Sousa:1999:CGP,
  author = {Mario Costa Sousa and John W. Buchanan},
  title = {Computer-Generated Graphite Pencil Rendering of 3D Polygonal Models},
  volume = {18},
  number = {3},
  journal = {Computer Graphics Forum},
  year = {September 1999},
  pages = {195--208},
  annote = {Researchers in non-photorealistic rendering have
            investigated the display of three-dimensional worlds using
            various display models. In particular, recent work has
            focused on the modeling of traditional artistic media and
            styles such as pen-and-ink illustration and watercolor
            painting. By providing 3D rendering systems that use these
            alternative display models users can generate traditional
            illustration renderings of their three-dimensional
            worlds. In this paper we present our graphite pencil 3D
            renderer. We have broken the problem of simulating pencil
            drawing down into four fundamental parts: (1) simulating
            the drawing materials (graphite pencil and drawing paper,
            blenders and kneaded eraser), (2) modeling the drawing
            primitives (individual pencil strokes and mark-making to
            create tones and textures), (3) simulating the basic
            rendering techniques used by artists and illustrators
            familiar with pencil rendering, and (4) modeling the
            control of the drawing composition. Each part builds upon
            the others and is essential to developing the framework
            for higher-level rendering methods and tools. In this
            paper we present parts 2, 3, and 4 of our research. We
            present non-photorealistic graphite pencil rendering
            methods for outlining and shading. We also present the
            control of drawing steps from preparatory sketches to
            finished rendering results. We demonstrate the
            capabilities of our approach with a variety of images
            generated from 3D models. },

}

@article{Sousa:1999:NRO,
  author = {Mario Costa Sousa and John W. Buchanan},
  title = {Observational Model of Blenders and Erasers in
           Computer-Generated Pencil Rendering},
  journal = {Graphics Interface '99},
  year = {1999},
  month = {June},
  editor = {I. Scott MacKenzie and James Stewart},
  pages = {157--166},
  note = {ISBN 1-55860-632-7},
  annote = {In this paper we present a blender and eraser model that
            extends our graphite pencil and paper model. This blender
            and eraser model enhances the rendering results producing
            realistic looking graphite pencil tones and textures. Our
            model is based on observations on the absorptive and
            dispersive properties of blenders and erasers interacting
            with lead material deposited over drawing paper. The
            parameters of our model are the particle composition of
            the lead over the paper, the texture of the paper, the
            position and shape of the blender and eraser, and the
            pressure applied to them. We demonstrate the capabilities
            of our approach with a variety of pencil swatches and
            compare them to digitized pencil drawings. We also present
            automatic and interactive image-based rendering results
            implementing traditional graphite pencil tone rendering
            methods. },
}


@article{Takagi:1999:VMO,
  author = {Saeko Takagi and Masayuki Nakajima and Issei Fujishiro},
  title = {Volumetric Modeling of Colored Pencil Drawing},
  journal = {Pacific Graphics '99},
  year = {1999},
  month = {October},
  note = {Held in Seoul, Korea.},
}


@article{Tumblin:1999:TMF,
  author = {Jack Tumblin and Greg Turk},
  title = {LCIS: A Boundary Hierarchy for Detail-Preserving Contrast Reduction},
  journal = {Proceedings of SIGGRAPH 99},
  series = {Computer Graphics Proceedings, Annual Conference Series},
  year = {August 1999},
  editor = {Alyn Rockwood},
  publisher = {Addison Wesley Longman},
  pages = {83--90},
  note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
  keywords = {Signal Processing, Displays, Non-Realistic Rendering, 
  Level Of Detail Algorithms, Radiosity, Weird Math},
  annote = {High contrast scenes are difficult to depict on low
      contrast displays without loss of important fine details and
      textures. Skilled artists preserve these details by drawing
      scene contents in coarse-to-fine order using a hierarchy of
      scene boundaries and shadings. We build a similar hierarchy
      using multiple instances of a new low curvature image simplifier
      (LCIS), a partial differential equation inspired by anisotropic
      diffusion. Each LCIS reduces the scene to many smooth regions
      that are bounded by sharp gradient discontinuities, and a single
      parameter K chosen for each LCIS controls region size and
      boundary complexity. With a few chosen K values (K1 > K2 >
      K3...) LCIS makes a set of progressively simpler images, and
      image differences form a hierarchy of increasingly important
      details, boundaries and large features.\\ We construct a high
      detail, low contrast display image from this hierarchy by
      compressing only the large features, then adding back all small
      details. Unlike linear filter hierarchies such as wavelets,
      filter banks, or image pyramids, LCIS hierarchies do not smooth
      across scene boundaries, avoiding "halo" artifacts common to
      previous contrast reducing methods and some tone reproduction
      operators.\\ We demonstrate LCIS effectiveness on several
      example images. }, 
}

@article{Veryovka:1999:HWI,
   author = {Oleg Veryovka and John W. Buchanan},
   title = {Halftoning With Image-Based Dither Screens},
   journal = {Graphics Interface '99},
   year = {June 1999},
   editor = {I. Scott MacKenzie and James Stewart},
   pages = {167--174},
   note = {ISBN 1-55860-632-7},
   keywords = {Halftoning, texture processing, artistic screening,
               non-photorealistic rendering},
   annote = {Continuous tone imaces must be halftoned to be displayed
             on binary output devices such as printers. The ordered
             dither algorithm is a popular approach to halftoning.
             This algorithm uses a threshold matrix to approximate
             gray scale values. The arrangement of thresholds in the
             matrix determines texture artifacts introduced into the
             halftoned image.  Thus, the challenge of research in
             ordered dithering is to find a matrix that results in the
             least visible texture artifacts.\\ In this work we
             control the halftoning texture by generating a threshold
             matrix from an arbitrary image. We demonstrate that
             processing images using adaptive histogram equalization
             results in pixel distributions similar to traditional
             dither screens. Ordered dithering with the resulting
             threshold matrix enables us to define texture in the
             halftoned image. We control the appearance of this
             texture by a combination of the ordered dither algorithm
             with an error diffusion process.\\ We present
             applications of the image-based dither screens to both
             photorealistic and artistic rendering. In the case of
             photoreatistic tone reproduction this technique preserves
             textures and edges of the original imaae. The ability to
             define an arbitrary texture enables us to introduce a
             variety of artistic effects. A halftoned image can be
             embossed with another image, texture, or text. Also,
             halftoning with textures clipped from the existing art
             works approximates the look of traditional illustration
             media. }, 
}

@mastersThesis{Wong:1999,
  author = "Eric Wong",
  title =  "Artistic Rendering of Portrait Photographs",
  year =   "1999",
  keywords =     "image, portrait, photographs, rendering, paint, artistic ",
  school =  "Cornell University",
  abstract = "In this thesis, we present a semi-automatic process to
              artistically render portrait photographs in a charcoal
              style.  The software system requires the user to coach
              the process by identifying regions and edges in the
              portrait.  With their information and a set of selected
              parameters, the user can quickly generate an artistic
              charcoal sketch.  In general, our system produces a
              charcoal image by rendering the following five features
              of a portrait photograph: 1) the background area, 2) the
              hair, 3) the edges and lines, 4) the facial features,
              and 5) the facial tone.  Although we compute the vertex
              points that compose the line segments in the final
              image, our system relies on an external software
              application to render these lines in a charcoal style.
              In order to render the hair region in the second process
              step above, we developed a novel image processing
              operation based on the Hough transform to find the
              orientation of each point tin the hair region. ",


  annote = " This thesis presents an interactive method for generating 
             charcoal style drawn portraits.  One thing to note is that 
             quite a bit of user interaction is needed at each step in the 
             process.  Also, the idea of interactive portraits or animated
             portraits has not been addressed.  One good note is the idea 
             of having the level of abstraction match the stage of the 
             design process was finally expressed. The software engineering 
             on this thesis was well done, and the process is broken down 
             into reasonable pieces that could be automated.  In particular, 
             the automation of later parts of the process may only depend 
             on earlier parts being automated.",
}

@article{Zhang:1999:SCA,

   author = {Qing Zhang and Youetsu Sato and Jun-ya Takahashi and
             Kazunobu Muraoka and Norishige Chiba},
   title = {Simple cellular automaton-based simulation of ink
            behaviour and its application to Suibokuga-like 3D
            rendering of trees},
   volume = {10},
   number = {1},
   journal = {The Journal of Visualization and Computer Animation},
   year = {January - March 1999},
   publisher = {John Wiley & Sons},
   pages = {27--37},
   note = {ISSN 1049-8907},
   keywords = {non-photorealistic rendering; Suibokuga-like rendering;
               simulation of ink diffusion; cellular automaton},

   annote = {Suibokuga is a style of monochrome painting characterized
             by the use of Chinese black ink (sumi), a complex
             interaction between brush, ink and paper, and such visual
             features as Noutan (shade), Kasure (scratchiness), and
             Nijimi (blur). In this paper we present a simple
             behavioural model of water and ink particles based on a
             2D cellular automaton computational model, and its
             application to a Suibokuga-like rendering of 3D trees. },
}
@article{bremmer1998,
   author = { David J. Bremer  and  John F. Hughes  },
   title = {Rapid Approximate Silhouette Rendering of Implicit Surfaces},
   journal = {Proceedings of Implicit Surfaces '98},
   series = {},
   year = {June 1998},
   editor = {},
   publisher = {},
   pages = {155--164},
   note = {},
   keywords = {},
   annote = {}, 
}

@article{Correa:1998:TMF,
   author = {Wagner Toledo Corr{\^{e}}a and Robert J. Jensen and Craig
             E. Thayer and Adam Finkelstein},
   title = {Texture Mapping for Cel Animation},
   journal = {Proceedings of SIGGRAPH 98},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {July 1998},
   editor = {Michael Cohen},
   publisher = {Addison Wesley},
   pages = {435--446},
   note = {ISBN 0-89791-999-8. Held in Orlando, Florida.},
   keywords = {Cel animation, texture mapping, silhouette detection,
               warp, metamorphosis, morph, non-photorealistic
               rendering},
   annote = {We present a method for applying complex textures to
             hand-drawn characters in cel animation. The method
             correlates features in a simple, textured, 3-D model with
             features on a hand-drawn figure, and then distorts the
             model to conform to the hand-drawn artwork. The process
             uses two new algorithms: a silhouette detection scheme
             and a depth-preserving warp. The silhouette detection
             algorithm is simple and efficient, and it produces
             continuous, smooth, visible contours on a 3-D model. The
             warp distorts the model in only two dimensions to match
             the artwork from a given camera perspective, yet
             preserves 3-D effects such as self-occlusion and
             foreshortening. The entire process allows animators to
             combine complex textures with hand-drawn artwork,
             leveraging the strengths of 3-D computer graphics while
             retaining the expressiveness of traditional hand-drawn
             cel animation. }, 
}

@mastersThesis{Coutts:1998,
   author = "Richard M. Coutts",
   title =  "Conceptual modeling and rendering techniques for architectural design.",
   year =   "1998",
   keywords =     "image, portrait, photographs, rendering, paint, artistic ",
   school =  "Cornell University",
   annote = {Todays design professions are not integrating the
             computer into their workplace as successfully as more
             technical professionals.  It is tempting to attribute
             this to the fact that artists and architects are not as
             technically savvy as engineers and scientists.  Closer
             inspection reveals, however, that current software
             applications simply do not fit their needs.

             Three problematic areas are identified in this thesis in
             current design software. (1) Human-computer interfaces
             are to cumbersome for design.  (2) the current
             human-computer interfaces do not facilitate transitioning
             between conceptuall drawings and computer models.  (3)
             Current omputer rendering styles are not abstract enough
             for visualizing incomplete designs.  These shortcomings
             are alleviated here by introducing a new human acomputer
             interface and sketch rendering tecniques.

             A solid modeler was written for this thesis to address
             the human-computer interface issues.  Currently,
             architects and designers use traditional media - e.g.,
             clay, chipboard, and sketches - in preliminary design.
             For a solid modeler to ccompete with these materials, it
             must be as simple to use.  Our modeler;s interface
             approaches this goal by incorporating a surface cursor
             that feels its way along the models surface, giving the
             designer much needed visuall cues as to the cursor's
             location in three diminsions.

             The need for more abstract rendering styles is addressed
             by presenting a new technique for generating sketch
             renderings.  These renderings approximate the look and
             feel of conventional hand drawings.  The algorithims
             presented here simulate an artist's hatch markings and
             vectored streamlines.  The streamlines are calculated in
             a two dimentional vector field generated by projecting
             three dimensional surface flow onto the image plane.  A
             global illumination image is used as a tone map to
             control the hatching density.  Because the algorithims
             operate on strictly two-dimensional data extracted from the
             three-dimensional model, they are robust and simple to
             implement.  Several new support algorithims, including a
             new one-pass streamline algorithim that approximates both
             denisity and direction, are described.},

 }

@InProceedings{Curtis98,
   author = "Cassidy Curtis",
   title = "Loose and {S}ketchy {A}nimation",
   booktitle = "SIGGRAPH 98: Conference Abstracts and Applications",
   year = "1998",
   pages = "317",
   annote = {In naritive charactor animaiton, engaging the viewer and
             conveying emotion and personality are of the highest
             importance.  Early in the development of the medium,
             animators learned that an effective way to achieve these
             goals was to "present a unified single idea with nothing
             complicated extraneous, or contradictory in its makeup."
             But this principle is seldom applied successfully in
             computer animation because of the demands of
             photorealistic rendering.

             Photrealism , liike pornography, leaves nothing to the
             imagination.  It presents the viewer with a world of
             objects omplete with volume and texture, which is far
             more information that the viewer needs to get the point.
             FFurthermore, unless great effort is devoted to every
             detail of modeling, shading, and lighting, much fo that
             information will actually contradict the central idea,
             distracting the viewer.  The need to cancel out these
             spurious impressions places an unreasonable demand on the
             animator.},

}

@Article{Elber:1998:LAI,
   author =   "Gershon Elber",
   title =    "Line {A}rt {I}llustrations of {P}arametric and {I}mplicit {F}orms",
   journal =      "IEEE Transactions on Visualization and Computer Graphics",
   year =     "1998",
   volume =   "4",
   number =   "1",
   month =    jan # " -- " # mar,
   note =     "ISSN 1077-2626",
   keywords =     "Sketches, illustrations, line drawings, freeform
          surfaces, NURBs, implicit forms, surface coverage,
          printing",
   annote =   "A technique is presented for line art rendering of
          scenes composed of freeform surfaces. The line art that
          is created for parametric surfaces is practically
          intrinsic and is globally invariant to changes in the
          surface parameterization. This method is equally
          applicable for line art rendering of implicit forms,
          creating a unified line art rendering method for both
          parametric and implicit forms. This added flexibility
          exposes a new horizon of special, parameterization
          independent, line art effects. Moreover, the production
          of the line art illustrations can be combined with
          traditional rendering techniques such as transparency
          and texture mapping. Examples that demonstrate the
          capabilities of the proposed approach are presented for
          both the parametric and implicit forms.",

     }

@article{Gooch:1998:ANL,
   author = {Amy Gooch and Bruce Gooch and Peter Shirley and Elaine Cohen},
   title = {A Non-Photorealistic Lighting Model for Automatic 
        Technical Illustration},
   journal = {Proceedings of SIGGRAPH 98},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {July 1998},
   editor = {Michael Cohen},
   publisher = {ACM SIGGRAPH},
   pages = {447--452},
   note = {ISBN 0-89791-999-8. Held in Orlando, Florida.},
   keywords = {illustration, non-photorealistic rendering,
       silhouettes, lighting models, tone, color, shading},
   annote = {Phong-shaded 3D imagery does not provide geometric
         information of the same richness as human-drawn technical
         illustrations. A non-photorealistic lighting model is
         presented that attempts to narrow this gap. The model is
         based on practice in traditional technical illustration,
         where the lighting model uses both luminance and changes
         in hue to indicate surface orientation, reserving extreme
         lights and darks for edge lines and highlights. The
         lighting model allows shading to occur only in mid-tones
         so that edge lines and highlights remain visually
         prominent. In addition, we show how this lighting model
         is modified when portraying models of metal
         objects. These illustration methods give a clearer
         picture of shape, structure, and material composition
         than traditional computer graphics methods. }, 
}

@MastersThesis{Gooch:1998:thesis,
   Author="Gooch, Amy A.",
   School="University of Utah",
   Title="Interactive Non-photorealistic Technical Illustration",
   Year="1998",
   Month="December",
   Attributions = "", 
   Abstract = "Current interactive modeling systems allow users to
               view models in wireframe or Phong-shaded images.
               However, the wireframe is based on the model's
               parameterization, and a model's features may get lost
               in a nest of lines. Alone, a fully rendered image may
               not provide enough useful information about the
               structure or model features.  Human technical
               illustrators follow certain visual conventions that are
               unlike Phong-shaded or wireframe renderings, and the
               drawings they produce are subjectively superior to
               conventional computer renderings.  This thesis explores
               lighting, shading, and line illustration conventions
               used by technical illustrators.  These conventions are
               implemented in a modeling system to create a new method
               of displaying and viewing complex NURBS models.  In
               particular, silhouettes and edge lines are drawn in a
               manner similar to pen-and-ink drawings, and a shading
               algorithm is used that is similar to ink-wash or
               air-brush renderings for areas inside the silhouettes.
               This shading has a low intensity variation so that the
               black silhouettes remain visually distinct, and it has
               a cool-to-warm hue transition to help accent surface
               orientation.  Applying these illustration methods
               produces images that are closer to human-drawn
               illustrations than is provided by traditional computer
               graphics approaches.",  
}

@article{Hertzmann:1998:PRW,
  author = {Aaron Hertzmann},
  title = {Painterly Rendering with Curved Brush Strokes of Multiple Sizes},
  journal = {Proceedings of SIGGRAPH 98},
  year = {July 1998},
  editor = {Michael Cohen},
  pages = {453--460},
  keywords = {non-photorealistic rendering},
  annote = {We present a new method for creating an image with a
            hand-painted appearance from a photograph, and a new
            approach to designing styles of illustration.  We "paint"
            an image with a series of spline brush strokes. \\ Brush
            strokes are chosen to match colors in a source image. A
            painting is built up in a series of layers, starting with
            a rough sketch drawn with a large brush. The sketch is
            painted over with progressively smaller brushes, but only
            in areas where the sketch differs from the blurred source
            image. Thus, visual emphasis in the painting corresponds
            roughly to the spatial energy present in the source
            image. We demonstrate a technique for painting with long,
            curved brush strokes, aligned to normals of image
            gradients.  Thus we begin to explore the expressive
            quality of complex brush strokes. Rather than process
            images with a single manner of painting, we present a
            framework for describing a wide range of visual styles. A
            style is described as an intuitive set of parameters to
            the painting algorithm that a designer can adjust to vary
            the style of painting. We show examples of images rendered
            with different styles, and discuss long-term goals for
            expressive rendering styles as a general-purpose design
            tool for artists and animators. }, 
}

@InProceedings{Masuch:1998:AFF,
  author =       {Maic Masuch and Lars Schumann and Stefan Schlechtweg},
  title =        {{A}nimating {F}rame-to-{F}rame {C}onsistent {L}ine {D}rawings
                  for {I}llustrative {P}urposes},
  booktitle =    {Simulation und Animation '98},
  editor =       {Peter Lorenz and Bernhard Preim},
  year =         {1998},
  publisher =    {SCS Europe},
  address =      {Erlangen, Ghent},
  pages =        {101--112},
  annote = {We present a system for rendering 3D animations in the
            style of line drawings. We use a highly parameterized line
            model in order to determine the appearance of a line. This
            model allows us to render characteristic line deviations
            that remain--in contrast to existing non-photorealistic
            rendering systems--frame coherent. Other inconsistencies
            which result from intersection and visibility changes
            during an animation are prevented by a path reconstruction
            method. Furthermore, we implemented a keyframing for
            linestyle parameters which enables us to extend
            illustration techniques like simplification of a scene or
            the placement of emphasis on certain objects to the field
            of 3D computer animation. },

}

@article{Snyder1998,
   author = {A. W. Snyder and H. B. Barlow},
   title = {Revealing the artist's touch},
   volume = {331},
   number = {14},
   journal = {Nature},
   year = {1998},
   editor = {},
   publisher = {},
   pages = {117--118},
   annote = {Is there a unifying conceptual framework for
             understanding human visual-information processing, one
             that explains the occurence of illusions such as those of
             Ramachandran on page 163 of this issue?  Or is it better
             to regard our visual system as a mosaic of unrelated
             strategies, one ffor every special taks? An animal needs
             to make rapid decisions about what objects are where in
             its surroundings, but it has only a few neurons at its
             disposal: this strongly suggests that eh brain should
             first simplify processing for detection and recognition
             fo objects, and then report its findings with the utmost
             economy.  WE propose that these two principles provide a
             unifying interpretation of existing perceptual data and
             will enable us to place new results in a proper
             perspective.},
}

@article{Streit:1998:IDH,
   author = {L. M. Streit and J. W. Buchanan},
   title = {Importance Driven Halftoning},
   volume = {17},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {1998},
   editor = {N. Ferreira and M. G{\"{o}}bel},
   publisher = {Blackwell Publishers},
   pages = {207--218},
   note = {ISSN 1067-7055},
   keywords = {halftoning, bandpass pyramid, importance function,
               limited resource rendering, non-photorealistic
               rendering, traditional halftoning, drawing primitive,
               multiresolution representations},
   annote = {Most halftoning techniques have been primarily concerned
             with achieving an accurate reproduction of local
             grayscale intensities while avoiding the introduction of
             artifacts. A second concern in halftoning has been the
             preservation of edges in the halftoned image. In this
             paper we will introduce a new halftoning technique that
             utilizes a bandpass pyramid to achieve an accurate
             reproduction of important attributes in the image.  Ink
             is distributed through the bandpass pyramidprimarily
             according to a user defined importance function. This
             technique has three main characteristics. First, our
             technique can produce results similar to many other
             halftoning techniques by allowing a generic importance
             function to be specified. If the chosen importance
             function is average intensity we obtain results similar
             to traditional halftoning. We also show how the
             importance function can be changed to highlight areas
             with high variance. Second, in addition to changing the
             importancefunction, the drawing primitives can also be
             changed. By using line segments instead of single pixels
             as drawing primitives we illustrate how edge enhancement
             can be achieved. Third, this technique allows the user to
             easily limit the number drawing primitives used This is
             useful in limited resource rendering. \\ In addition to
             providing a tailorable halftoning technique our method
             can easily be adapted to produce two tone
             non-photorealistic (NPR) images. We illustrate this by
             showing how sketched effects can be achieved bv aligning
             the drawing primitives according to different image
             attributes. }
}

@InProceedings{Teece98,
   author = "Daniel Teece",
   title = "{3D} {P}ainting for {N}on-{P}hotorealistic {R}endering",
   booktitle = "SIGGRAPH 98: Conference Abstracts and Applications",
   year = "1998",
   pages = "248",
   annote = {The 3D Expressive Painter is an interactive, expressive
             3D painting and rendering system intended for us in
             production of hand-drawn natural-media-style animations.
             By using some imported scene geometry, created in a
             general-purpose modeler, the system allows interactive
             placement of paint strokes in 3D.  The user is able to
             rotate the scene, select a suitable viewing angle, and
             paint from the desired direction, eith the depth values
             for stroke positions calculated from the imported scene.
             High level effects can be applied to objects within the
             scene (for example, tracing determined "key edges" with
             pencil strokes of filling surfaces with a solid color). },



}

@phdthesis{Raab1998,
   author = "A. Rabb",
   title = "{Techniques for Interacting with and Visualization of Geometric Models}",
   school = "Otto-von-Guericke University of Magdeburg",
   year	= "1998",
   address = "",
   month = {},
   note	= {}
} 
@phdthesis{Teece98b,
   author = "Daniel Teece",
   title = "{Three Dimensional Interactive Non-Photorealistic Rendering}",
   school = "University of Sheffield",
   year	= "1998",
   address = "England",
   month = {},
   note	= {}
} 


@article{Visvalingam:1998:AFS,
         author = {Mahes Visvalingam and Kurt Dowson},
         title = {Algorithms for sketching surfaces},
         volume = {22 },
         number = {2-3},
         journal = {Computers \& Graphics},
         year = {1998},
         month = {March},
         publisher = {Pergamon Press / Elsevier Science},
         pages = {269--280},
         note = {ISSN 0097-8493},
      }

@InProceedings{Wong:1998:CGF,
   author =   "Michael T. Wong and Douglas E. Zongker and David H. Salesin",
   title =    "Computer-{G}enerated {F}loral {O}rnament",
   booktitle =    "SIGGRAPH 98 Conference Proceedings",
   editor =   "Michael Cohen",
   series =   "Annual Conference Series",
   year =     "1998",
   organization = "ACM SIGGRAPH",
   publisher =    "Addison Wesley",
   month =    jul,
   pages =    "423--434",
   note =     "ISBN 0-89791-999-8",
   keywords =     "adaptive clip art, conventionalization, pattern
          generation, plant development, ornamentation, texture
          generation",
   annote = "This paper describes some of the principles of
             traditional floral ornamental design, and explores ways
             in which these designs can be created algorithmically.
             It introduces the idea of 'adaptive clip art,' which
             encapsulates the rules for creating a specific ornamental
             pattern. Adaptive clip art can be used to generate
             patterns that are tailored to fit a particularly shaped
             region of the plane. If the region is resized or
             reshaped, the ornament can be automatically re-generated
             to fill this new area in an appropriate way. Our
             ornamental patterns are created in two steps: first, the
             geometry of the pattern is generated as a set of
             two-dimensional curves and filled boundaries; second,
             this geometry is rendered in any number of styles. We
             demonstrate our approach with a variety of floral
             ornamental designs.",
     }

@article{Balder:OM:1997,
        author = {Norman I. Balder and Andrew S. Glassner},
        title = {3D object modeling},
        volume = {18},
        number = {3},
        journal = {SIGGRAPH 97 Introduction to COmputer Graphics Course Notes},
        year = {1997},
        month = {August},
        editor = {},
        pages = {},
        note = {},
        keywords = {},
        annote = {},
 }

@Article{Claes97,
   Author  = "Johan Claes and Patrick Monsieurs and 
              Frank Van Reeth and Eddy Flerackers",
   Title   = "{Rendering Pen-drawings of 3D scenes on networked processors}", 
   Journal= {WSCG '97 proceedings},
   Year    = 1997,
   Volume  = {1},
   Number  = {},
   Month = feb,
   pages = {} 
}
 
 
@article{Coutts:1997,
  author = "Richard Coutts and Donald P. Greenberg",
  title = "Rendering with streamlines",
  journal = {Unpublished},
  Year    = 1997,
  annote = {We introduce a new technique for creating
            non-photorealistic images from computer models.  The
            technique uses two dimensional, vectored streamlines to
            approximate the hatch markings of a traditional artist.
            The streamlines are calculated in a two-dimensional vector
            field that is generated by projectiing three-dimensional
            surface flow onto the image plane.  Aray-traced image is
            used as a tone map to control the density fo the hatching.
            Anew one-pass streamline algorithim is introduced that
            approximates both density and direction.  The technique is
            implemented in a fully automatic system that renders
            free-form three-dimensional objects with varying levels of
            sketchiness.},

}

@article{Curtis:1997,
  author = "Cassidy J. Curtis and Sean E. Anderson and Joshua E. Seims and Kurt 
            W. Fleischer and David H. Salesin",
  title = "Computer-Generated Watercolor",
  journal = {Proceedings of SIGGRAPH 97},
  month = "August",
  pages = "pages 421--430",
  year = "1997",
  keywords =     "Fluid simulation, glazing, illustration, Kubelka-Munk, 
                  non-photorealistic rendering, optical compositing, painting, 
                  pigments, watercolor",
  abstract = "This paper describes the various artistic effects of watercolor 
              and shows how they can be simulated automaticly.  Our watercolor 
              model is based on an ordered set of translucent glazes, which are
              created independently using a shallow-water fluid simulation.  
              We use a Kubelka-Munk compositing model for simulating the 
              optical effect of the superimposed glazes.  We demonstrate how 
              computer generated watercolor can be used in three different 
              application:  as part of an interactive watercolor paint system, 
              as a method for automatic image watercolorization, and as a 
              mechanism for non-photorealistic rendering of three-dimensional 
              scenes. ", 

  annote = "  This paper presents a method for simulating water color painting.
              The method uses a complex method of modeling fluid flow, and 
              pigment transportation.  By doing this they get away with using 
              simple models for the paper and brushes.  This paper also presents
              a method for automatic painting, based on an image by using image
              differences. ",

}
 
@article{Interrante:1997:ISS,
        author = {Victoria L. Interrante},
        title = {Illustrating Surface Shape in Volume Data via
     Principal Direction-Driven 3D Line Integral Convolution},
        journal = {Proceedings of SIGGRAPH 97},
        series = {Computer Graphics Proceedings, Annual Conference
     Series},
        year = {1997},
        month = {August},
        editor = {Turner Whitted},
        publisher = {Addison Wesley},
        pages = {109--116},
        note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
        keywords = {visualization, transparent surfaces, shape
     representation, principal directions, stroke textures, line
     integral convolution, solid texture, isosurfaces, volume
     rendering},
        annote = {This paper describes how the set of principal
     directions and principal curvatures can be understood to define a
     natural "flow" over the surface of an object and, as such, can be
     used to guide the placement of the lines of a stroke texture that
     seeks to represent 3D shape in a perceptually intuitive way. The
     driving application for this work is the visualization of layered
     isovalue surfaces in volume data, where the particular identity of
     an individual surface is not generally known a priori and
     observers will typically wish to view a variety of different level
     surfaces from the same distribution, superimposed over underlying
     opaque structures. This paper describes how, by advecting an
     evenly distributed set of tiny opaque particles, and the empty
     space between them, via 3D line integral convolution through the
     vector field defined by the principal directions and principal
     curvatures of the level surfaces passing through each gridpoint of
     a 3D volume, it is possible to generate a single scan-converted
     solid stroke texture that can be used to illustrate the essential
     shape information of any level surface in the data. By redefining
     the length of the filter kernel according to the magnitude of the
     maximum principal curvature of the level surface at each point
     around which the convolution is applied, one can generate longer
     strokes over more the highly curved areas, where the directional
     information is both most stable and most relevant, and at the same
     time downplay the visual impact of the directional information
     indicated by the stroke texture in the flatter regions. In a
     voxel-based approach such as this one, stroke narrowness will be
     constrained by the resolution of the volume within which the
     texture is represented. However, by adaptively indexing into
     multiple pre-computed texture volumes, obtained by advecting
     particles of increasing sizes, one may selectively widen the
     strokes at any point by a variable amount, determined at the time
     of rendering, to reflect shading information or any other function
     defined over the volume data. },
     } 

@article{Jobard:1997,
        author = {Bruno Jobard and Wilfrid Lefer},
        title = {Creating evenly-spaced streamlines of arbitrary density},
        journal = {Proc. of 8th Eurographics Workshop on Visualization in Scientific Computing},
        series = {},
        year = {1997},
        month = {},
        editor = {},
        publisher = {},
        pages = {45--55},
        note = {},
        keywords = {},
} 

@article{Litwinowicz:1997:PIA,
   author = {Peter Litwinowicz},
   title = {Processing Images and Video for an Impressionist Effect},
   journal = {Proceedings of SIGGRAPH 97},
   year = {August 1997},
   pages = {407--414},
   annote = {This paper describes a technique that transforms ordinary
             video segments into animations that have a hand-painted
             look. Our method is the first to exploit temporal
             coherence in video clips to design an automatic filter
             with a hand-drawn animation quality, in this case, one
             that produces an Impressionist effect.  Off-the-shelf
             image processing and rendering techniques are employed,
             modified and combined in a novel way. This paper proceeds
             through the process step by step, providing helpful hints
             for tuning the off-the-shelf parts as well as describing
             the new techniques and bookkeeping used to glue the parts
             together. }, 
}

@article{Luebke:1997:VSO,
        author = {David Luebke and Carl Erikson},
        title = {View-Dependent Simplification of Arbitrary Polygonal Environments},
        journal = {Proceedings of SIGGRAPH 97},
        series = {Computer Graphics Proceedings, Annual Conference Series},
        year = {1997},
        month = {August},
        editor = {Turner Whitted},
        publisher = {Addison Wesley},
        pages = {199--208},
        note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
        keywords = {polygonal simplification, level of detail, view dependent
     rendering},
        annote = {Hierarchical dynamic simplification (HDS) is a new
     approach to the problem of simplifying arbitrary polygonal
     environments. HDS operates dynamically, retessellating the scene
     continuously as the user's viewing position shifts, and
     adaptively, processing the entire database without first
     decomposing the environment into individual objects. The
     resulting system allows real-time display of very complex
     polygonal CAD models consisting of thousands of parts and
     hundreds of thousands of polygons. HDS supports various
     preprocessing algorithms and various run-time criteria, providing
     a general framework for dynamic view-dependent
     simplification. Briefly, HDS works by clustering vertices
     together in a hiera rchical fashion. The simplification process
     continuously queries this hierarchy to generate a scene
     containing only those polygons that are important from the
     current viewpoint. When the volume of space associated with a
     vertex cluster occupies less than a user-specified amount of the
     screen, all vertices within that cluster are collapsed together
     and degenerate polygons filtered out. HDS maintains an active
     list of visible polygons for rendering. Since frame-to-frame
     movements typically involve small changes in viewpoint, and
     therefore modify the active list by only a few polygons, the
     method takes advantage of temporal coherence for greater speed.
     },
     }

@article{Markosian:1997:RNR,
   author = {Lee Markosian and Michael A. Kowalski and Samuel
             J. Trychin and Lubomir D.  Bourdev and Daniel Goldstein
             and John F. Hughes},
   title = {Real-Time Nonphotorealistic Rendering},
   journal = {Proceedings of SIGGRAPH 97},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1997},
   editor = {Turner Whitted},
   publisher = {Addison Wesley},
   pages = {415--420},
   note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
   keywords = {non-photorealistic rendering},
   annote = {Nonphotorealistic rendering (NPR) can help make
             comprehensible but simple pictures of complicated objects
             by employing an economy of line. But current
             nonphotorealistic rendering is primarily a batch
             process. This paper presents a real-time
             nonphotorealistic renderer that deliberately trades
             accuracy and detail for speed. Our renderer uses a method
             for determining visible lines and surfaces which is a
             modification of Appel's hidden-line algorithm, with
             improvements which are based on the topology of singular
             maps of a surface into the plane. The method we describe
             for determining visibility has the potential to be used
             in any NPR system that requires a description of visible
             lines or surfaces in the scene. The major contribution of
             this paper is thus to describe a tool which can
             significantly improve the performance of these
             systems. We demonstrate the system with several
             nonphotorealistic rendering styles, all of which operate
             on complex models at interactive frame rates. }, 
}

@InProceedings{Masuch:1997:DDA,
  author =       {Maic Masuch and Stefan Schlechtweg and Bert Sch{\"o}nw{\"a}lder},
  title =        {daLi! -- {D}rawing {A}nimated {L}ines!},
  booktitle =    {Simulation und Animation '97},
  editor =       {O. Deussen and P. Lorenz},
  year =         {1997},
  publisher =    {SCS Europe},
  address =      {Erlangen, Ghent},
  pages =        {87--96},
  annote = {We present an animation system for the creation of
           non-photorealistic 3D animations. Our system daLi! is able
           to render images using a common 3D model as input. This
           model may be enriched with additional information
           concerning for instance hierarchy, structure and
           presentation style. The rendering is done analytically,
           which means the output is resolution independent. It
           results in a series of images that depict the animation
           using line-drawings. The implementation of daLi! was
           completely done in Smalltalk. },
}

@article{Salisbury:1997:OTF,
   author = {Michael P. Salisbury and Michael T. Wong and John F. Hughes 
             and David H. Salesin},
   title = {Orientable Textures for Image-Based Pen-and-Ink Illustration},
   journal = {Proceedings of SIGGRAPH 97},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1997},
   editor = {Turner Whitted},
   publisher = {Addison Wesley},
   pages = {401--406},
   note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
   keywords = {Controlled-density hatching, direction field,
               image-based rendering, non-photorealistic rendering,
               scale-dependent rendering, stroke textures},
   annote = {We present an interactive system for creating
             pen-and-ink-style line drawings from greyscale images in
             which the strokes of the rendered illustration follow the
             features of the original image. The user, via new
             interaction techniques for editing a direction field,
             specifies an orientation for each region of the image;
             the computer draws oriented strokes, based on a
             user-specified set of example strokes, that achieve the
             same tone as the image via a new algorithm that compares
             an adaptively-blurred version of the current illustration
             to the target tone image. By aligning the direction field
             with surface orientations of the objects in the image,
             the user can create textures that appear attached to
             those objects instead of merely conveying their
             darkness. The result is a more compelling pen-and-ink
             illustration than was previously possible from 2D
             reference imagery.  }, 
}
@article{Schlechtweg:1997,
   author = {Stefan Schlechtweg},
   title = {Lines and How to Draw Them},
   volume = {},
   number = {},
   journal = {Norsk samarbeid inner grafisk databehandling},
   year = {February 1997},
   pages = {4--6}, 
   annote = {The drawing of lines on the computer has been an area of
             interest for several years. In the beginning, there were
             more practical reasons behind the development of line
             drawing algorithms (as for instance the rasterization of
             lines by BRESENHAM), later more esthetic reasons came
             into play. This article gives an overview of techniques
             for drawing lines with certain effects. A line in this
             context is not necessarily a straight line but can be
             every kind of curve. The presented methods are only three
             examples of this interesting area: a simulation of real
             brush-strokes, a vector-oriented technique for
             2D-drawings and a method which can be applied to the
             output of an analytical renderer to create illustrative
             effects in line drawings.  },

}

@Unpublished{Smith97,
   author = "Alvy Ray Smith",
   title = "Digital {P}aint {S}ystems {H}istorical {O}verview",
   note = "Microsoft Corporation",
   month = may,
   year = "1997",

   annote = {This documentation is prepared in responce to the
             solicitation of information on Digital Paint Systems by
             the Subcommittee on May 2, 1997.

             The period I will cover is from the late 1960's to the
             early 1980s, from the beginings of the technology of
             digital painting up to the first consumer products that
             implemented it.  I include a little information about
             major developments in the later 1980s.  Two surveys that
             cover this later period fairly well-when the emergence fo
             the perrsonal computer completly changed the software
             universe--were both published in the magizine Computer
             Graphics World [Smith82a, Robertson88].  My emphasis, of
             course, is on those systems I knew firsthand.

             I begin with a simple timeline of programs and systems.
             I will attempt a weghting and a "genealogy" of these in a
             later section, where I will also narrow the field to
             those painting systems that have directly affected the
             movie industry.},

}

@InProceedings{walt97,
  author =       "Bruce Walter and Gun Alppay and Eric P. F.
                 Lafortune and Sebastian Fernandez and Donald P.
                 Greenberg",
  title =        "Fitting {V}irtual {L}ights For {N}on-{D}iffuse {W}alkthroughs"
,
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  year =         "1997",
  month =        aug,
  pages =        {45-48}
}

@article{zhu_algo,
        Author   ={Ciyou Zhu and Richard H. Byrd and 
                   Peihuang Lu and Jorge Nocedal },
        Title    ={Algorithm 778: L-BFGS-B: Fortran subroutines for 
                   large-scale bound-constained optimization},
        journal = {ACM Trans. Math. Software},
        volume = {23},
        number = {4},
        Address  ={},
        pages = {550--560},
        Year     ={1997} 
}



@article{Tanaka:1997:PIE,
   author = {T. Tanaka and N. Ohnishi},
   title = {Painting-like Image Emphasis based on Human Vision Svstems},
   volume = {16},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {August 1997},
   pages = {253--260},
   keywords = {image emphasis, display technique, visual processing, 
               painting simulation, dynamic range compression},
   abstract = {Regional image emphasis is often evident in paintings
               and illustrations. This technique increases local
               contrast while reducing global contrast by amplifying
               image intensity on shadowed surfaces, reducing
               intensity on illuminated surfaces, and then expanding
               contrast at intensity edges. The effects are assumed to
               result from the visual processing needed to interpolate
               the real world onto canvas. Therefore, we propose an
               intensity emphasis method based on human vision. This
               method simulates the adaptation of photoreceptor cells
               and the lateral inhibition of receptive fields. These
               attributes of a vision system are realized by
               computation of relative intensity and differential
               intensity in small areas. The proposed method can
               successfully generate painting-like artifacts, which
               greatly improves the perception of visual elements
               displayed in an image. Since the method efficiently
               reduces the dynamic range of images, it can be used for
               displaying highlighted images on standard graphic
               monitors. Experiments on a computer-generated image and
               a photograph confirm the advantages of our
               method. Proceedings of Eurographics '97.  }
}

@InProceedings{Treavett,
   author = "S. M. F. Treavett and M. Chen",
   title = "Statistical {T}echniques for the {A}utomated {S}ynthesis of
                  {N}on-{P}hotorealistic {I}mages",
   booktitle = "Proc. 15th Eurographics UK Conference",
   month = mar,
   year = "1997",
   annote = {In the field of computer graphics there is an increasing
             demand for non-photorealistic effects.  Techniques have
             been developed to this end but most involve substantial
             runtime interaction form the user.  This paper presents a
             new approach that uses statistical techniques to
             automaticly and reproducibly generate non-photorealistic
             images.  This automatic system could have far ranging
             uses, including frame by frame conversion of video to
             produce special effects.  Information from the source
             image is obtained using statistical analysis techniques.
             Statistical simulations are used to control the placement
             of effects in the final image.  The paper includes a
             number of example images produced by the system.},

}

@book{tuft97,
        author  = "Edward Tufte",
        title   = "Visual explanations",
        publisher   = "Graphics Press",
        city    =  "Cheshire, CT",
        year    = {1997}
}
 
@article{Wood:1997:MPF,
   author = {Daniel N. Wood and Adam Finkelstein and John F. Hughes
             and Craig E. Thayer and David H. Salesin},
   title = {Multiperspective Panoramas for Cel Animation},
   journal = {Proceedings of SIGGRAPH 97},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1997},
   editor = {Turner Whitted},
   publisher = {Addison Wesley},
   pages = {243--250},
   note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
   keywords = {CGI production, compositing, illustration, image-based
               rendering, mosaics, multiplaning, non-photorealistic
               rendering},
   annote = {We describe a new approach for simulating apparent camera
             motion through a 3D environment. The approach is
             motivated by a traditional technique used in 2D cel
             animation, in which a single background image, which we
             call a multiperspective panorama,is used to incorporate
             multiple views of a 3D environment as seen from along a
             given camera path. When viewed through a small moving
             window, the panorama produces the illusion of 3D
             motion. In this paper, we explore how such panoramas can
             be designed by computer, and we examine their application
             to cel animation in particular. Multiperspective
             panoramas should also be useful for any application in
             which predefined camera moves are applied to 3D scenes,
             including virtual reality fly-throughs, computer games,
             and architectural walk-throughs. }, 
}

@InProceedings{zhang97,
 author = {H. Zhang and K. Hoff III},
  month = {April},
  year = 1997,
  title = {Fast Backface Culling Using Normal Masks},
  booktitle = {Proc. 1997 Symposium on Interactive 3D Graphics},
  pages = {103--106}
}


@article{Buchanan:1996:SEW,
   author = {John W. Buchanan},
   title = {Special Effects with Half-toning},
   volume = {15},
   number = {3},
   journal = {Computer Graphics Forum},
   year = {August 1996},
   editor = {Jarek Rossignac and Fran{\c{c}}ois X. Sillion},
   publisher = {Blackwell Publishers},
   pages = {97--108},
   note = {ISSN 1067-7055},
   keywords = {Half-toning, non-photorealistic rendering, graphic design},
   annote = {Half-toning is the process by which gray-scale images are
             approximated with sets of black and white pixels. The
             process works because our eyes perceive a local average,
             thus half-toning seeks to approximate the local
             average. Ideally this approximation should be
             accomplished without introducing "undesirable"
             artifacts. In many situations the stylized display of
             images is desired. Often this stylized display is
             accomplished by the addition of semi-structured
             artifacts. In current applications the designer processes
             the image using tools provided by some image processing
             package. The resulting image is then half-toned and
             printed. Half-toning these processed images can reduce
             the visual impact of the special effects that have been
             introduced in the image. In this paper we show that the
             processes of controlled artifact introduction and
             half-toning can successfully be combined. By combining
             these two processes we ensure that the printed image is
             what the designer intended. We present a brief overview
             of the current error-diffusion half-toning techniques. We
             then propose several ways in which artifacts can be
             introduced to the image. This discussion is accompanied
             by a set of illustrative images.  In particular, we
             discuss the introduction of false edges and the
             alteration of the scan pattern. We illustrate these
             techniques with a variety of images. We conclude the
             paper with a discussion on these new half-ioning methods
             for the generation of binary gray-scale textures. In
             addition to showing how to generate these binary
             gray-scale textures we also show how these gray-scale
             textures can be used to half-tone images. Proceedings of
             Eurographics '96. }, 
}


@InProceedings{chi96*35,
  author =       "Jutta Schumann and Thomas Strothotte and Andreas Raab
                 and Stetan Laser",
  title =        "Assessing the Effect of {NonPhoto-realistic} Rendered
                 Images in {CAD}",
  pages =        "35--41",
  ISBN =         "0-201-94687-4",
  editor =       "Michael J. Tauber and Victoria Bellotti and Robin
                 Jeffries and Jock D. Mackinlay and Jakob Nielsen",
  booktitle =    "Proceedings of the Conference on Human Factors in
                 Computing Systems : Commun Ground",
  month =        apr # "~13--18",
  publisher =    "ACM Press",
  address =      "New York",
  year =         "1996",
  annote = {Recent work in computer graphics has resulted in new
            techniques for rendering so-called non-photorealistic
            images. While such features are now already appearing in
            commercially available software, little is known about the
            effect of non-photorealistic images on users and their
            usefulness in specific contexts.

            In this paper we report on an empirical study with 54
            architects who compared the output of a sketch-renderer
            for producing pencil-like drawings with standard output of
            CAD systems for architectural designs. The results show
            that the different kinds of renditions actually have a
            very different effect on viewers and that
            non-photorealistic images actually do deserve their place
            in the repertoire of CAD systems. },

}

@phdthesis{ Decaudin:1996:thesis,
   author = "Phillippe Decaudin",
   title = "{Modeling using Fusion of 3D Shapes for Computer Graphics 
             -- Cartoon-Looking Rendering of 3D Scenes}",
   school = "Universite de Technologie de Compiegne",
   year = "1996",
   address = "France",
   month = {dec},
   note	= {}
}

@TechReport{ Decaudin:1996:CLR,
  author = "Phillippe Decaudin",
  title =  "Cartoon-Looking Rendering of 3D-Scenes",
  year =   "1996",
  month =  jun,
  number = "INRIA 2919",
  institution =  "Universite de Technologie de Compiegne",
  address ="France",
  abstract = "Cartoon-looking rendering of 3D scenes.  This rendering
              technique produces images having the appearance of a
              traditional cartoon from a 3D description of the scene
              (a static or an animated scene).  
              The 3D scene is rendered with techniques allowing to: 
              - outline the profiles and edges of objects in back, 
              - color uniformly the patches, 
              - render shadows (self-shadows and projected-shadows) 
                due to light sources. ", 
}

@phdthesis{elen96,
   author = "Elena Driskill",
   title = {Towards the Design, Analysis, and Illustration of Assemblies},
   school = "University of Utah",
   year = "1996",
   address = "Department of Computer Science, Salt Lake City, Utah",
   month = sep,


   abstract = {This document presents an integrate approach for
               helping designers to specify, revise, analyze, and
               illustrate assemblies of mechanical parts within the
               context of a common data structure and set of assembly
               features.  An implementation to test the validity of
               these ideas has been integrated into an existing
               spline-based geometric modeling system.

               There were several distinct facets to this research
               effort. Methodology for assembly planning was explored
               to allow a user to lay out the assembly in a
               diagrammatic form, before creating any geometry.  A
               rough design, laid out initially, can gradually be
               refined, and the individual components can be designed
               and edited later using spline-based geometric modeling
               operations. Research into assembly specification
               examined how best to allow the user to describe the way
               parts are actually connected together to form
               subassemblies, and eventually the final product.  Also
               considered were questions of part interference and part
               removablility in order to help the user evaluate the
               utility and manufacturability of the design.  Finally,
               exploded view illustration was explored, with a view
               toward enabling the user to create clear and
               informative exploded views of the assembly with minimal
               intervention.  Throughout, information obtained in
               earlier stages of design was useful in helping to
               automate later design steps.

               During the course of this project the author developed
               a representation of assembly convenient for handling
               multiple assembly-related tasks, addressed the special
               problems of interactive assembly design by introduction
               new constructs for specifying assembly information,
               explored the usefulness of interactive interference
               detection techniques, and considered artistic issues,
               such as good ways to arrange exploded parts in an
               illustration, as part of creating a practical
               application.}  
}
@article{Hoppe:1996:PM,
       author = {Hugues Hoppe},
       title = {Progressive Meshes},
       journal = {Proceedings of SIGGRAPH 96},
       series = {Computer Graphics Proceedings,
    Annual Conference Series},
       year = {1996},
       month = {August},
       editor = {Holly Rushmeier},
       publisher = {Addison Wesley},
       pages = {99--108},
       note = {ISBN 0-201-94800-1. Held in New
    Orleans, Louisiana.},
       annote = {Highly detailed geometric models are
    rapidly becoming commonplace in computer
    graphics. These models, often represented as
    complex triangle meshes, challenge rendering
    performance, transmission bandwidth, and storage
    capacities. This paper introduces the progressive
    mesh (PM) representation, a new scheme for
    storing and transmitting arbitrary triangle
    meshes. This efficient, lossless,
    continuous-resolution representation addresses
    several practical problems in graphics: smooth
    geomorphing of level-of-detail approximations,
    progressive transmission, mesh compression, and
    selective refinement. In addition, we present a
    new mesh simplification procedure for
    constructing a PM representation from an
    arbitrary mesh. The goal of this optimization
    procedure is to preserve not just the geometry of
    the original mesh, but more importantly its
    overall appearance as defined by its discrete and
    scalar appearance attributes such as material
    identifiers, color values, normals, and texture
    coordinates. We demonstrate construction of the
    PM representation and its applications using
    several practical models. },
    }

@article{Interrante:1996:ITS,
        author = {Victoria Interrante and Henry Fuchs and Stephen
     Pizer},
        title = {Illustrating Transparent Surfaces with
     Curvature-Directed Strokes },
        journal = {IEEE Visualization '96},
        year = {1996},
        month = {October},
        editor = {Roni Yagel and Gregory M. Nielson},
        publisher = {IEEE},
        pages = {211--218},
        note = {ISBN 0-89791-864-9},
     }

@Article{Lebaredian96,
   Author  = "Rev Lebaredian",
   Title   = "{Traditional Cel Animation Look with 3D Renderers}", 
   Journal= {Siggraph 96 Visual Proceedings, ACM SIGGRAPH, ACM Press},
   Year    = 1996,
   annote = {This sketch shows a combination of rendering and image
             processing techniques that produce a cel animation look.
             All of the following work was completely developed by me
             with the exception of the trick edge detection and line
             masking methods which I further developed from the work
             of Guy Williams who is also affiliated with Warner
             Brothers Digital Studio. },
}

@article{Meier:1996:PRF,
   author = {Barbara J. Meier},
   title = {Painterly Rendering for Animation},
   journal = {Proceedings of SIGGRAPH 96},
   year = {August 1996},
   pages = {477--484},
   annote = {We present a technique for rendering animations in a
             painterly style.  The difficulty in using existing still
             frame methods for animation is getting the paint to
             "stick" to surfaces rather than randomly change with each
             frame, while still retaining a hand-crafted look. We
             extend the still frame method to animation by solving two
             major specific problems of previous techniques. First our
             method eliminates the "shower door" effect in which an
             animation appears as if it were being viewed through
             textured glass because brush strokes stick to the
             viewplane not to the animating surfaces. Second, our
             technique provides for frame-to-frame coherence in
             animations so that the resulting frames do not randomly
             change every frame. To maintain coherence, we model
             surfaces as 3d particle sets which are rendered as 2d
             paint brush strokes in screen space much like an artist
             lays down brush strokes on a canvas. We use geometric and
             lighting properties of the surfaces to control the
             appearance of brush strokes. This powerful combination of
             using 3d particles, surface lighting information, and
             rendering 2d brush strokes in screen space gives us the
             painterly style we desire and forces the brush strokes to
             stick to animating surfaces. By varying lighting and
             choosing brush stroke parameters we can create many
             varied painterly styles. We illustrate the method with
             images and animated sequences and present specific
             technical and creative suggestions for achieving
             different looks. }, 
}
     
@InProceedings{Salisbury:1996:SDR,
   author =   "Mike Salisbury and Corin Anderson and Dani Lischinski
                and David H. Salesin",
   title =    {Scale-Dependent Reproduction of Pen-and-Ink Illustrations}, 
   series =   "Annual Conference Series",
   pages =    "461--468",
   booktitle =    "SIGGRAPH 96 Conference Proceedings",
   year =     "1996",
   organization = "ACM SIGGRAPH",
   publisher =    "Addison Wesley",
   month =    aug,
   note =     "held in New Orleans, Louisiana, 04-09 August 1996",
   annote = "This paper describes a representation for pen-and-ink
             illustrations that allows the creation of high-fidelity
             illustrations at any scale or resolution. We represent a
             pen-and-ink illustration as a low-resolution grey-scale
             image, augmented by a set of discontinuity segments,
             along with a stroke texture. To render an illustration at
             a particular scale, we first rescale the grey-scale image
             to the desired size and then hatch the resulting image
             with pen-and-ink strokes. The main technical contribution
             of the paper is a new reconstruction algorithm that
             magnifies the low-resolution image while keeping the
             resulting image sharp along discontinuities.", }

@Article{Schofield96,
    Author  = "Simon Schofield",
    Title   = "{Piranesi: A 3-D Paint System}", 
    Journal= {Eurographics UK 96 Conference Proceedings},
    Year    = 1996,
    Volume  = {},
    Number  = {},
    Month = {},
    pages = {} 
} 

@Article{Schumann96,
   Author  = "Jutta Schumann and Thomas Strothotte and Andreas Raab 
               and Stefan Laser",
   Title   = "{Assessing the Effect of Non-Photorealistic Rendered 
                Images in CAD}", 
   Journal= {CHI 96 Electronic Proceedings},
   Year    = 1996,
   Volume  = {},
   Number  = {},
   Month = {},
   pages = {}, 
   annote = {Recent work in computer graphics has resulted in new
             techniques for rendering so-called non-photorealistic
             images. While such features are now already appearing in
             commercially available software, little is known about
             the effect of non-photorealistic images on users and
             their usefulness in specific contexts.

             In this paper we report on an empirical study with 54
             architects who compared the output of a sketch-renderer
             for producing pencil-like drawings with standard output
             of CAD systems for architectural designs. The results
             show that the different kinds of renditions actually have
             a very different effect on viewers and that
             non-photorealistic images actually do deserve their place
             in the repertoire of CAD systems.},
} 

@InProceedings{turk96,
    Author  = "Greg Turk and David Banks",
    Title   = "Image-Guided Streamline Placement", 
    Booktitle = {SIGGRAPH 96 Conference Proceedings },
    Year    = 1996,
    pages = {453-460}, 
    Month = aug, 
    annote = {Accurate control of streamline density is key to
              producing several effective forms of visualization of
              2-dimensional vector fields. We introduce a technique
              that uses an energy function to guide the placement of
              streamlines at a specified density. This energy function
              uses a low-pass filtered version of the image to measure
              the difference between the current image and the desired
              visual density. We reduce the energy (and thereby
              improve the placement of streamlines) by (1) changing
              the positions and lengths of streamlines, (2) joining
              streamlines that nearly abut, and (3) creating new
              streamlines to fill sufficiently large gaps. The entire
              process is iterated to produce streamlines that are
              neither too crowded nor too sparse. The resulting
              streamlines manifest a more hand-placed appearance than
              do regularly- or randomly-placed streamlines. Arrows can
              be added to the streamlines to disambiguate flow
              direction, and flow magnitude can be represented by the
              thickness, density, or intensity of the lines. },
}

@InProceedings{Winkenbach:1996:RPS,
   author =   "Georges Winkenbach and David H. Salesin",
   title =    "Rendering {P}arametric {S}urfaces in {P}en and {I}nk",
   editor =   "Holly Rushmeier",
   series =   "Annual Conference Series",
   pages =    "469--476",
   booktitle =    "SIGGRAPH 96 Conference Proceedings",
   year =     "1996",
   organization = "ACM SIGGRAPH",
   publisher =    "Addison Wesley",
   month =    aug,
   note =     "held in New Orleans, Louisiana, 04-09 August 1996",
   annote = "This paper presents new algorithms and techniques for
             rendering parametric free-form surfaces in pen and ink.
             In particular, we introduce the idea of
             ``controlled-density hatching'' for conveying tone,
             texture, and shape. The fine control over tone this
             method provides allows the use of traditional texture
             mapping techniques for specifying the tone of pen-and-ink
             illustrations. We also show how a planar map, a data
             structure central to our rendering algorithm, can be
             constructed from parametric surfaces, and used for
             clipping strokes and generating outlines.  Finally, we
             show how curved shadows can be cast onto curved objects
             for this style of illustration.", }

@article{Zeleznik:1996:SAI,
   author = {Robert C. Zeleznik and Kenneth P. Herndon and John F. Hughes},
   title = {SKETCH: An Interface for Sketching 3D Scenes},
   journal = {Proceedings of SIGGRAPH 96},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {August 1996},
   editor = {Holly Rushmeier},
   publisher = {Addison Wesley},
   pages = {163--170},
   note = {ISBN 0-201-94800-1. Held in New Orleans, Louisiana.},
   annote = {Sketching communicates ideas rapidly through approximate
             visual images with low overhead (pencil and paper), no
             need for precision or specialized knowledge, and ease of
             low-level correction and revision. In contrast, most 3D
             computer modeling systems are good at generating
             arbitrary views of precise 3D models and support
             high-level editing and revision. The SKETCH application
             described in this paper attempts to combine the
             advantages of each in order to create an environment for
             rapidly conceptualizing and editing approximate 3D
             scenes. To achieve this, SKETCH uses simple
             non-photorealistic rendering and a purely gestural
             interface based on simplified line drawings of primitives
             that allows all operations to be specified within the 3D
             world. }, 
}

@techreport{elbe95,
   author   = "Gershon Elber",
   title   = "Gridless Halftoning of Freeform Surfaces via a
              Coverage of Isoparametric Curves ",
   institution= "Center for Intelligent Systems Report",
   number  =  "9507",
   year   = "1995",
   address   = "Israel Institute of Technology",
   month   = mar,
   note   = {}
}
 

@Article{Lavallee:1995,
   author = "S. Lavallee and R. Szeliski and L. Brunie",
   title = "Anatomy-based registration of three-dimensional medial images, range images, X-ray projections, and three-dimensional models using octree-splines",
   journal = "Computer Integrated Surgery",
   year =  "1995",
   publisher =  "MIT Press",
   volume = "",
   number = "",
   pages = "115--143",
   month = {},
   note = "",

}

@techreport{HPPEX,
   author   = "Hewlette Packard",
   title   = "HP PEX Texture Mapping",
   institution= "www.hp.com/mhm/WhitePapers/PEXtureMapping/PEXtureMapping.html",
   number  =  "",
   year   = "2000",
   address   = "",
   month   = {},
   note   = {}
}

@Article{Elber:1995:LAR,
   author = "Gershon Elber",
   title = "Line art rendering via a coverage of isoparametric curves",
   journal = "IEEE Transactions on Visualization and Computer Graphics",
   year =  "1995",
   volume = "1",
   number = "3",
   pages = "231--239",
   month = sep,
   note = "ISSN 1077-2626",

}

@InProceedings{Fekete:1995:TPS,
   author =   "{Jean-Daniel} Fekete and {\'{E}}rick Bizouarn and
          {\'{E}}ric Cournarie and Thierry Galas and
          Fr{\'{e}}d{\'{e}}ric Taillefer",
   title =    "{TicTacToon}: {A} {P}aperless {S}ystem for {P}rofessional
          {2-D} Animation",
   editor =   "Robert Cook",
   series =   "Annual Conference Series",
   pages =    "79--90",
   booktitle =    "SIGGRAPH 95 Conference Proceedings",
   year =     "1995",
   organization = "ACM SIGGRAPH",
   publisher =    "Addison Wesley",
   month =    aug,
   note =     "held in Los Angeles, California, 06-11 August 1995",
   keywords =     "2D animation, vector-based sketching, cel animation",
   annote = "TicTacToon is a system for professional 2D animation
             studios that replaces the traditional paper-based
             production process. TicTacToon is the first animation
             systemto use vector-based sketching and painting: it uses
             an original method to transform a pen trajectory with
             varying pressure into a stroke of varying thickness, in
             real-time. TicTacToon provides resolution independence, a
             virtually infinite number of layers, the ability to
             dynamically manage perspective and sophisticated support
             for reuse of drawings. Other innovations include
             replacement of the rostrum model with a 3D model and
             integration into the overall 2D animation production
             process. TicTacToon is in daily use by 2D animation
             studios for a wide range of productions, from commercials
             to television series and even a feature film. The user
             interface enables professionals to sketch and draw as
             they do on paper.  Over 100 professional animators have
             used the system over a period of two years and most need
             less than an hour before beginning productive
             work. TicTacToon eliminates most tedious tasks and frees
             professional animators for more creative work.",

}

@Article{Guo,
author = "Qinglian Guo",
journal = "IEEE Trans. Fundamentals",
title = "Generating {R}ealistic {C}alligraphy {W}ords",
volume = "E78-A",
number = "11",
month = nov,
year = "1995",
pages = "1556--1558"
}


@article{Hall:1995:NSC,
   author = {P. Hall},
   title = {Non-Photorealistic Shape Cues for Visualization },
   journal = {Winter School of Computer Graphics 1995},
   year = {February 1995},
   note = {Held in held at University of West Bohemia, Plzen, 
       Czech Republic, 14-18 February 1995.},
}

@book{Jain:1995,
   author = {Ramesh Jain and Rangachar Kasturi and Brian Schunck},
   title = {Machine Vision},
   year = {1995},
   publisher = {McGraw-Hill},
   pages = {52--61},
}

 

@Article{Kruger:1995,
author = "Antonio Kruger and Thomas Rist",
journal = "Electronic Proceedings of the ACM Workshop on Effect Abstractions in Mulitmedia",
title = "Since Less is often More: Methods for Stylistic Abstractions in 3D-Graphics", 
number = "4",
month = nov,
year = "1995", 
}

@article{Interrante:1995:ETS,
        author = {Victoria Interrante and Henry Fuchs and Stephen
     Pizer},
        title = {Enhancing Transparent Skin Surfaces with Ridge and Valley Lines },
        journal = {IEEE Visualization '95},
        year = {1995},
        month = {October},
        editor = {},
        publisher = {IEEE},
        pages = {221--228},
        note = { },
     }

@Article{Lansdown:1995:ERR,
  author =   "John Lansdown and Simon Schofield",
  title =    "Expressive {R}endering: {A} {R}eview of {N}onphotorealistic
         {T}echniques",
  journal =      "IEEE Computer Graphics and Applications",
  year =     "1995",
  volume =   "15",
  number =   "3",
  pages =    "29--37",
  month =    may,
}

@book{macm95,
        editor  = "Tom Ruppel",
        title   = "The way science works",
        publisher	= "MacMillan",
        year    = 1995,
	volume	= 1,
	address	= {},
	edition	= {},
	month	= {},
	note	= {}
}

@article{Ostromoukhov:1995:AS,
   author = {Victor Ostromoukhov and Roger D. Hersch},
   title = {Artistic Screening},
   journal = {Proceedings of SIGGRAPH 95},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {1995},
   month = {August},
   editor = {Robert Cook},
   publisher = {Addison Wesley},
   pages = {219--228},
   note = {ISBN 0-201-84776-0. Held in Los Angeles, California.},
   keywords = {Image reproduction, graphic design, halftoning, artistic
               screening, microlettering},
   annote = {Artistic screening is a new image reproduction technique
             incorporating freely created artistic screen elements for
             generating halftones. Fixed predefined dot contours
             associated with given intensity levels determine the
             screen dot shape's growing behavior. Screen dot contours
             associated with each intensity level are obtained by
             interpolation between the fixed predefined dot
             contours. A user-defined mapping transforms screen
             elements from screen element definition space to screen
             element rendition space. This mapping can be tuned to
             produce various effects such as dilatations, contractions
             and non-linear deformations of the screen element
             grid. Discrete screen elements associated with all
             desired intensity levels are obtained by rasterizing the
             interpolated screen dot shapes in the screen element
             rendition space. Since both the image to be reproduced
             and the screen shapes can be designed independently, the
             design freedom offered to artists is very great. The
             interaction between the image to be reproduced and the
             screen shapes enables the creation of graphic designs of
             high artistic quality.  Artistic screening is
             particularly well suited for the reproduction of images
             on large posters. When looked at from a short distance,
             the poster's screening layer may deliver its own
             message. Furthermore, thanks to artistic screening, both
             full size and microscopic letters can be incorporated
             into the image reproduction process. In order to avoid
             counterfeiting, banknotes may comprise grayscale images
             with intensity levels produced by microletters of varying
             size and shape. },
}




@article{Perlin:1995:LPP,
  author = {Ken Perlin and Luiz Velho},
  title = {Live Paint: Painting With Procedural Multiscale Textures},
  journal = {Proceedings of SIGGRAPH 95},
  year = {August 1995},
  pages = {153--160},
  annote = {We present actively procedural multiresolution paint
        textures. Texture elements may be linearly combined to
        create complex composite textures that continue to refine
        themselves when viewed at successively greater
        magnification. Actively procedural textures constitute a
        powerful drawing tool that can be used in a
        multiresolution paint system. They provide a mechanism to
        generate an infinite amount of detail with a simple and
        compact representation. We give several examples of
        procedural textures and show how to create different
        painting effects with them. }, 
}

 
@TechReport{Smith:1995,
  author = "Alvy Ray Smith",
  title =  "Varieties of Digital Painting",
  year =   "1995",
  month =  "August",
  pages =  "1--10",
  keywords =     "image, moment, paint, art, artistic ",
  institution =  "Microsoft Research",
  abstract = "The purpose of this memo is to distinguish between the
      various meanings that digital painting may have.  It is
      important to have a taxonomy so that intelligent
      conversation may proceed on such important issues as
      multi resolution paint programs.  Each type of painting
      will be discussed in its multi resolution
      generalization.  The taxonomy here splits painting into
      discrete and continuous categories and each of those
      into maxing and non-maxing sub categories.",
  annote = " The interesting thing about this paper is the fact that
         by using a scale invariant primitive for a brush stroke
         continuous (i.e. multi resolution) paintings could be
         made.  None of the other automatic painting programs,
         with the possible exception of Curtis, have achieved
         this.", 
}


@article{Wang:1995:VS,
  author = {Sidney W. Wang and Arie E. Kaufman},
  title = {Volume Sculpting },
  journal = {1995 Symposium on Interactive 3D Graphics},
  year = {1995},
  month = {April},
  editor = {Pat Hanrahan and Jim Winget},
  publisher = {ACM SIGGRAPH},
  pages = {151--156},
  note = {ISBN 0-89791-736-7},
}


@article{Wong:1995:HWS,
  author = {Tien-tsin Wong},
  title = {Halftoning with Selective Precipitation and Adaptive Clustering},
  journal = {Graphics Gems V},
  year = {1995},
  editor = {Alan W. Paeth},
  publisher = {Academic Press},
  pages = {302--313},
  note = {ISBN 0-12-543455-3. Held in Boston.},
  keywords = {Image Processing},
  annote = {includes code },}


@article{Banks:1994,
       author = {David C. Banks},
       title = {Illumination in Diverse Codimensions},
       journal = {Proceedings of SIGGRAPH 94},
       year = {1994},
       pages = {327-334},
      
}
 
@article{Berman:1994:MPA,
       author = {Deborah F. Berman and Jason T. Bartell 
         and David H. Salesin},
       title = {Multiresolution Painting and Compositing},
       journal = {Proceedings of SIGGRAPH 94},
       year = {1994},
       pages = {85--90},
       keywords = {compositing, infinite-resolution, 
           multiresolution images, painting, wavelets, zooming},
       annote = {We describe a representation for multiresolution
         images - images that have different resolutions
         in different places - and methods for creating
         such images using painting and compositing
         operations. These methods are very easy to
         implement, and they are efficient in both memory
         and speed.  Only the detail present at a
         particular resolution is stored, and the most
         common painting operations, "over" and "erase,"
         require time proportional only to the number of
         pixels displayed. We also show how
         fractional-level zooming can be implemented in
         order to allow a user to display and edit
         portions of a multiresolution image at any
         arbitrary size. },
}

@book{brow94,
        author  = "Tom Browning",
        title   = "Timeless techniques for better oil paintings",
        publisher	= "North Light Books",
        year    = 1994,
	volume	= {},
	address	= {New York},
	edition	= {},
	month	= {},
	note	= {}
}

@article{Finkelstein:1994:MC,
   author = {Adam Finkelstein and David H. Salesin},
   title = {Multiresolution Curves},
   journal = {Proceedings of SIGGRAPH 94},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {1994},
   month = {July},
   editor = {Andrew Glassner},
   publisher = {ACM Press},
   pages = {261--268},
   note = {ISBN 0-89791-667-0. Held in Orlando, Florida.},
   keywords = {curve compression, curve editing, curve fitting, curve
               smoothing, direct manipulation, scan conversion,
               wavelets},
   annote = {We describe a multiresolution curve representation, based
             on wavelets, that conveniently supports a variety of
             operations: smoothing a curve; editing the overall form
             of a curve while preserving its details; and
             approximating a curve within any given error tolerance
             for scan conversion. We present methods to support
             continuous levels of smoothing as well as direct
             manipulation of an arbitrary portion of the curve; the
             control points, as well as the discrete nature of the
             underlying hierarchical representation, can be hidden
             from the user. The multiresolution representation
             requires no extra storage beyond that of the original
             control points, and the algorithms using the
             representation are both simple and fast. },


}

@article{Hsu:1994:DAA,
   author = {Siu Chi Hsu and Irene H. H. Lee},
   title = {Drawing and Animation Using Skeletal Strokes},
   journal = {Proceedings of SIGGRAPH 94},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {July 1994},
   editor = {Andrew Glassner},
   publisher = {ACM Press},
   pages = {109--118},
   note = {ISBN 0-89791-667-0. Held in Orlando, Florida.},
   keywords = {Non-photorealistic rendering, stylish strokes, skeletal
       strokes, vector graphics, deformation, psuedo-3D model,
       animation, fractals},
   annote = {The use of skeletal strokes is a new vector graphics
         realization of the brush and stroke metaphor using
         arbitrary pictures as "ink." It is based on an idealized
         2D deformation model defined by an arbitrary path. Its
         expressiveness as a general brush stroke replacement and
         efficiency for interactive use make it suitable as a
         basic drawing primitive in drawing programs as well as
         windowing and page description systems. This paper
         presents our drawing and animation system, "Skeletal
         Draw," based on skeletal strokes. The effectiveness of
         the system in stylish picture creation is illustrated
         with various pictures made with it. Decisions made in the
         handling of sub-strokes in a higher order stroke and
         recursive strokes are discussed. The general anchoring
         mechanism in the skeletal stroke framework allows any
         arbitrary picture deformation to be abstracted into a
         single stroke. Its extension to piecewise continuous
         anchoring and the anchoring of shear angle and stroke
         width are explained. We demonstrated how this mechanism
         allows us to build up powerful pseudo-3D models which are
         particularly useful in the production of 2½ D cartoon
         drawings and animation. Animation sequences have been
         made to illustrate the ideas, including a vector graphics
         based motion blurring technique. }, 
}

@article{Miller:1994:EAF,
   author = {Gavin Miller},
   title = {Efficient Algorithms for Local and Global Accessibility Shading},
   journal = {Proceedings of SIGGRAPH 94},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {1994},
   month = {July},
   editor = {Andrew Glassner},
   publisher = {ACM Press},
   pages = {319--326},
   note = {ISBN 0-89791-667-0. Held in Orlando, Florida.},
   keywords = {Surface accessibility shading, visualisation, aging},
   annote = {This paper discusses the use of two different approaches
             for computing the "accessibility" of a surface. These
             metrics characterize how easily a surface may be touched
             by a spherical probe. The paper also presents various
             acceleration techniques for accessibility. The idea of
             surface accessibility is extended to include "global
             accessibility" which measures the ability of a spherical
             probe to enter a structure from outside as well as to fit
             locally on the surface. The visual effect of shading
             using accessibility is shown to resemble the patina on
             certain tarnished surfaces which have then been
             cleaned. },
}

@article{Paeth:1994:ITF,
  author = {Alan W. Paeth},
  title = {Ideal Tiles for Shading and Halftoning },
  journal = {Graphics Gems IV},
  year = {1994},
  editor = {Paul S. Heckbert},
  publisher = {Academic Press},
  pages = {486--492},
  note = {ISBN 0-12-336155-9. Held in Boston.},
  keywords = {Image Processing},
}

@InProceedings{pnueli94,
    Author  = "Yachin Pnueli and Alfred M. Bruckstein",
    Title   = "Digdurer - a digital engraving system", 
    Booktitle = {The Visual Computer},
    volume = 10,
    pages = {277--292},
    Year    = 1994,
    Month = aug 
}

@Article{Pudet94,
  Author  = "Thierry Pudet",
  Title   = "Real Time Fitting of Hand-Sketched Pressure Brushstrokes", 
  Journal = {Eurographics 1994},
  volume = 13,
  number = 3,
  pages = {277--292},
  Year    = 1994,
  Month = aug,
  annote = {A method is described for fitting the outline of
        hand-sketched pressure brushstrokes with Bezier curves.
        It combines the brush-trajectory model, in which a stroke
        is generated by dragging a brush along a given trajectory,
        with a fast curve fitting algorithim.

        The method has been implemented for a vector-based drawing
        program in which the user draws with a cordless
        pressure-sensitive stylus on a digitizing tablet.  From
        the trajectory followed by the stylus, its associated
        pressure data, and a specified brush, a stroke of varible
        witdth is computed and displayed in real time.

        First, the digitized trajectory is fitted, thus removing
        noise.  Then, from polygonal approximations of the fitted
        trajectory and the brush outline, a polygonal
        approximaiton of the stroke outline is computed.  Working
        with polygonal approximations reduces the computations to
        simple geometric operations and greatly simplifies the
        treatmetn of dynamic, pressure-controlled brushes.  Last,
        the polygonal approximations of the stroke outline is
        fitted.  The result is a closed piecewise Bezier curve
        approximating the brushstroke outline to within and
        arbitrary error tolerance. },


}

@article{Robertson:1994:DT,
    author = {Barbara Robertson},
    title = {Digital Toons},
    journal = {Computer Graphics World},
    month   = jun,
    year = {1994},
    pages = {40--46},
    editor = {},
    keywords = {},
}
@article{Robertson:1994:DLC,
    author = {Barbara Robertson},
    title = {Disney Lets CAPS Out of the Bag},
    journal = {Computer Graphics World},
    month   = jul,
    year = {1994},
    pages = {58--64},
    editor = {},
    keywords = {},
}

@article{Salisbury:1994:IPI,
   author = {Michael P. Salisbury and Sean E. Anderson and Ronen
         Barzel and David H.  Salesin},
   title = {Interactive Pen-And-Ink Illustration},
   journal = {Proceedings of SIGGRAPH 94},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {July 1994},
   editor = {Andrew Glassner},
   publisher = {ACM Press},
   pages = {101--108},
   note = {ISBN 0-89791-667-0. Held in Orlando, Florida.},
   keywords = {Comprehensible rendering, non-photorealistic rendering,
       prioritized stroke textures},
   annote = {We present an interactive system for creating pen-and-ink
         illustrations. The system uses stroke textures -
         collections of strokes arranged in different patterns -
         to generate texture and tone. The user "paints" with a
         desired stroke texture to achieve a desired tone, and the
         computer draws all of the individual strokes. \\ The
         system includes support for using scanned or rendered
         images for reference to provide the user with guides for
         outline and tone. By following these guides closely, the
         illustration system can be used for interactive digital
         halftoning, in which stroke textures are applied to
         convey details that would otherwise be lost in this
         black-and-white medium. \\ By removing the burden of
         placing individual strokes from the user, the
         illustration system makes it possible to create fine
         stroke work with a purely mouse-based interface. Thus,
         this approach holds promise for bringing high-quality
         black-and-white illustration to the world of personal
         computing and desktop publishing. }, 
}

@phdthesis{Schofield94,
   author   = "Simon Schofield",
   title   = "{Non-photorealistic Rendering}",
   school   = "Middlesex University",
   year   = "1994",
   address   = "England",
   month   = {},
   note   = {}
}

@Article{Strothotte:1994:HRF,
  author =   "T. Strothotte and B. Preim and A. Raab and J. Schumann
              and D. R. Forsey",
  title =    "How to Render Frames and Influence People",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =   "13",
  number =   "3",
  pages =    "C/455--C/466",
  year =     "1994",
  coden =    "CGFODY",
  ISSN =     "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition. EUROGRAPHICS'94",
  corpsource =   "Dept. of Simulation and Graphics, Otto-von-Guericke
                  Univ. of Magdeburg, Germany",
  keywords = "architectural CAD; architectural design; Architectural
              design; architectural drawings; Architectural drawings;
              architectural drawings; CAD; frame rendering; Frame
              rendering; hand-down images; Hand-down images; hand-down
              images; human factors; human-computer interaction;
              Human-computer interaction; information flow;
              Information flow; line styles; Line styles; objective
              process; Objective process; primitives; Primitives;
              primitives; prototypical; Prototypical renderer;
              renderer; rendering (computer graphics); rendering
              plants; Rendering plants; rendering plants; rendering
              shadows; Rendering shadows; rendering systems; Rendering
              systems; rendering systems; subjective processes;
              Subjective processes; theoretical framework; Theoretical
              framework; theoretical framework; user interfaces",
  thesaurus =  "Architectural CAD; Human factors; Rendering [computer
                graphics]; User interfaces",
   annote = { Rendering systems generally treat the production of
              images as an objective process governed by the laws of
              physics.  However, perception and understanding on the
              part of viewers are subjective processes influnced by a
              variety of factors.  For example, in the presentation of
              architectural drawings, the apparent precesion with
              which the drawings are made will affect whethe the
              viewer considers the design as part of a preliminary
              desigh or as part of a final polished project, and to
              some extent the level of confidence the viewer has in
              the encoded information.

              In this paper we develop techniques for rendering images
              in a way that differs from the usual photorealistic or
              wire-frame output of renderers.  In particular, our
              techniques allow a user to adjust the rendering of a
              scene to produce images using primitives with varible
              degrees of precision, from approximations that resemble
              vague "five-minute-sketches" to more mature but still
              hand-drawn images.  We provide a theoretical framework
              for analysing the information flow from the computer to
              the user via such images.  Finally, we describe the
              design and implementation of a prototypical renderer and
              show examples of its output.}, 
}

@article{Winkenbach:1994:CPI,
   author = {Georges Winkenbach and David H. Salesin},
   title = {Computer-Generated Pen-And-Ink Illustration},
   journal = {Proceedings of SIGGRAPH 94},
   series = {Computer Graphics Proceedings, Annual Conference Series},
   year = {July 1994},
   editor = {Andrew Glassner},
   publisher = {ACM Press},
   pages = {91--100},
   note = {ISBN 0-89791-667-0. Held in Orlando, Florida.},
   keywords = {architectural rendering, comprehensible rendering,
       non-photorealistic rendering, prioritized stroke
       textures, resolution-dependent rendering, texture
       indication},
   annote = {This paper describes the principles of traditional
         pen-and-ink illustration, and shows how a great number of
         them can be implemented as part of an automated rendering
         system. It introduces "stroke textures," which can be
         used for achieving both texture and tone with line
         drawing. Stroke textures also allow resolution-dependent
         rendering, in which the choice of strokes used in an
         illustration is appropriately tied to the resolution of
         the target medium. We demonstrate pthese techniques using
         complex architectural models, including Frank Lloyd
         Wright's "Robie House." }, 
}


@InProceedings{Cabral:1993:IVF,
   author = "Brian Cabral and Leith (Casey) Leedom",
   title = {Imaging Vector Fields Using Line Integral Convolution},
   booktitle = "Computer Graphics (SIGGRAPH '93 Proceedings)",
   year = "1993",
   editor = "James T. Kajiya",
   pages = "263--272",
   month = aug,
   volume = "27",
   keywords = "Picture/Image generation, Three-Dimensional Graphics
       and Realism, Enhancement, convolution, filtering,
       rendering, visualization, texture synthesis, flow
       fields, special effects, periodic motion filtering",
   annote = "Imaging vector fields has applications in science, art,
         image processing and special effects. An effective new
         approach is to use linear and curvilinear filtering
         techniques to locally blur textures along a vector
         field. This approach builds on several previous texture
         generation and filtering techniques. It is, however,
         unique because it is local, one-dimensional and
         independent of any predefined geometry or texture. The
         technique is general and capable of imaging arbitrary
         two- and three-dimensional vector fields. The local
         one-dimensional nature of the algorithm lends itself to
         highly parallel and efficient implementations.
         Furthermore, the curvilinear filter is capable of
         rendering detail on very intricate vector fields.
         Combining this technique with other rendering and image
         processing techniques - like periodic motion filtering -
         results in richly informative and striking images.  The
         technique can also produce novel special effects.",
     }

@InProceedings{ Rossignac:1992,
   author = "J. Rossignac and M. van Emmerik",
   title = "Hidden contours on a frame-buffer",
   booktitle = "Proceedings of the 7th Eurographics Workshop on 
        Computer Graphics Hardware",
   address = "Cambridge, UK",
   publisher = "",
   year= "September 1992",
   pages = "188--204",
   abstract="To comply with drafting practices and because shaded
         images do not always reveal the internal or hidden
         structures of 3D models, designers need wireframe images
         with hidden lines dashed and noncontour tessellation
         edges removed.  Software techniques for wireframe
         rendering of polyhedra that require the
         viewpoint-dependent identification of the visible
         portions of intersection and contour (i.e. silhouette)
         edges are too slow for interactive applications.
         Hardware support in contemporary graphics pipelines is
         unavailable or at best limited to the identification of
         contour edges.  In this paper, new hardware assisted
         techniques for hidden-line removal and determination of
         contour edges are presented.  The techniques do not
         require any face/edge adjacency information can can be
         implement easily on any platform that supports a hardware
         z-buffer.",

}

@InProceedings{Cockshott:a,
author = "Tunde Cockshott and John Patterson and David England",
title = "Modelling the {T}exture of {P}aint",
pages = "217--226",
booktitle = "Computer Graphics Forum",
volume = "11",
year = "1992",
editor = "A. Kilgour and L. Kjelldahl",
conference = "EUROGRAPHICS '92",
keywords = "simulation, electronic paint system, bump mapping,
          interaction, parallelism"
}

@InProceedings{Cockshott:b,
author = "Tunde Cockshott and David England",
title = "Wet and Sticky: Supporting Interaction with Wet Paint",
pages = "199--208",
booktitle = "People and Computers VI: Proceedings of the HCI '91 Conference",
year = "1991",
editor = "D. Diaper and H. Hammond",
keywords = "paint modeling and systems, novel interaction, parallelism"
}

@phdThesis{Cockshott:1991,
  author = "Tunde Cockshott",
  title =  "Wet and Sticky: A Novel Model for Computer-Based Painting",
  year =   "1991",
  keywords =     "image, rendering, paint, artistic, brush",
  school =  "University of Glasgow",
  xurl =   "",
  abstract = "The problems of computer based painting are considered from 
      a fine arts stand point.  A detailed criticism of existing 
      approaches is provided.  This criticism centers on the limited 
      depth of existing models and the resultant limited complexity 
      and relative poverty of their mark making capabilities.  
      The notion of the importance of the accidental in art is 
      highlighted and an argument is made of its inclusion in computer 
      based painting models.  An informal task analysis is carried 
      out and a description is provided for the task of domain 
      modeling.  The results of this task analysis confirm the 
      inadequacy of the existing computer based painting models.  

      A novel paradigm, Wet & Sticky, is proposed which models 
      the physical and behavioral characteristics of paint rather 
      that just its color properties.  The initial proposals for the 
      model require that it mimics the actions of gravity and the 
      effects of aging of different types of paint.  An experimental 
      development procedure is used to produce and refine a set of 
      algorithms for and implementation of the new model.  This new 
      model is capable of supporting the production of marks which 
      possess a greater degree of complexity than possible with 
      existing models.  Throughout the development of the model the 
      aim is to balance the requirements of producing a convincing 
      visual and behavioral simulation.  The new model also provides 
      the opportunity for new tools and techniques which are not only 
      unsupportable with existing systems but also with traditional 
      fine art painting methods.   A selection of photographic 
      results are included which provide support for the accuracy of 
      the behavior of the model. ", 

  annote = " This thesis presents a good method for simulating painting on a 
         computer.  The model includes canvas or substrate, 
         paint (with parameters beyond color), gravity, and diffusion.  
         Both the method of approaching the problem, and the software 
         engineering are sound.  Many improvements could be made, 
         and his system could now run in real time.",
}


@article{Guo:1991:MTD,
    author = {Qinglian Guo and T. L. Kunii},
    title = {Modeling the diffuse painting of sumie },
    journal = {IFIP Modeling in Computer Graphics},
    year = {1991},
    editor = {T. L. Kunii},
    keywords = {paint brush},
}

@book{lamb91,
        author  = "Patricia Lambert",
        title   = "Controlling color: a practical introduction for
                  designers and artists",
        publisher       = "Everbest Printing Company Ltd.",
        year    = 1991,
        volume  = 1,
        address = {},
        edition = {},
        month   = {},
        note    = {}
}



@InProceedings{haeb90,
        Author  = "Paul Haeberli",
        Title   = "Paint {B}y {N}umbers: {A}bstract {I}mage {R}epresentation", 
        Booktitle = {SIGGRAPH 90 Conference Proceedings },
        Year    = 1990,
        Month = aug 
}


@Article{haeb90b,
        Author  = "Paul Haeberli",
        Title   = "{T}he {A}ccumulation {B}uffer: {H}ardware {S}upport
                  for {H}igh-{Q}uality {R}endering", 
        Journal= {SIGGRAPH 90 Conference Proceedings},
        Year    = 1990,
        Volume  = 24,
        Number  = 3,
        Month = aug 
}

@article{Litwinowicz:1991:IA2,
   author = {Peter C. Litwinowicz},
   title = {Inkwell: A 2 ½-D animation system},
   volume = {25 },
   number = {4},
   journal = {Computer Graphics (Proceedings of SIGGRAPH 91)},
   year = {July 1991},
   editor = {Thomas W. Sederberg},
   pages = {113--122},
   note = {ISBN 0-201-56291-X. Held in Las Vegas, Nevada.},
   keywords = {animation, character animation, free form deformation},
   abstract="Inkwell, an experimental 2 ½-D keyframe animation
             system, is the subject of this paper.  Inkwell provides
             an intuitive user interface for creating and animating
             diagrams, graphs and charts, and simple characters and
             cartoons.  Inkwell also has a patch primitive that
             facilitates deformations and animation of textured
             regions.  The system provides editing features that
             include shape and timing control as well as digital
             filtering of parameters.  Finally, Inkwell has
             deformation primitives that enable an animator to warp
             geometry in an intuitive manner. Inkwell was used to
             produce Pigment Promenade, a computer animated short
             shown at SIGGRAPH 1990.",
} 

@article{Schumacher:1991:ACO,
  author = {Dale A. Schumacher},
  title = {A Comparison of Digital Halftoning Techniques},
  journal = {Graphics Gems II},
  year = {1991},
  editor = {James Arvo},
  publisher = {Academic Press},
  pages = {57--71, 502-508},
  note = {ISBN 0-12-064481-9. Held in Boston.},
  keywords = {Image Processing},
  annote = {includes code },
}


@Article{Velho91,
    Author  = "Luiz Velho and Jonas de Miranda Gomes",
    Title   = "{Digital Halftoning with Space Filling Curves}", 
    Journal= {Computer Graphics (Proc. Siggraph), ACM SIGGRAPH, ACM Press},
    Year    = 1991,
    Volume  = {25},
    Number  = {4},
    Month = {},
    pages = {81-90} 
}

@Article{Pham:1991:EBS,
  author = "Binh Pham",
  title = "Expressive brush strokes",
  journal = "Computer Vision, Graphics, and Image Processing.
             Graphical Models and Image Processing",
  volume =   "53",
  number =   "1",
  pages =    "1--6",
  month =    jan,
  year =     "1991",
  keywords = "3D; Animation process; Bristle; Computation task;
              Expressive brush strokes; Spatial position coordinates;
              Uniform cubic B-splines; Variable offset approximation",
  thesaurus =    "Computer animation; Splines [mathematics]",
  abstract = "Expressive brush strokes are modeled using a technique
              based on variable offset approximation of uniform cubic
              B-splines.  The trajectory of a brush stroke is
              represented as a 3D cubic B-spline and each bristle as a
              3D offset cubic B-spline of this trajectory.  The first
              two coordinates are the spatial position coordinates and
              the third coordinate represents the shade of each
              bristle.  This technique facilitates the process of
              inputting data, simplifies the computation task, and
              provides some advantages in the animation process of
              brush strokes. ",
  annote = "This paper presents some incremental changes is Strassmann's 
            paper, offset curves are used instead of a pixel array. ",
}


@article{Seligmann:1991:AGO,
   author = {Dor{\'{e}}e Duncan Seligmann and Steven Feiner},
   title = {Automated generation of intent-based 3D illustrations},
   volume = {25 },
   number = {4},
   journal = {Computer Graphics (Proceedings of SIGGRAPH 91)},
   year = {July 1991},
   editor = {Thomas W. Sederberg},
   pages = {123--132},
   note = {ISBN 0-201-56291-X. Held in Las Vegas, Nevada.},
   keywords = {illustrations, automated picture generation, 
               knowledge-based graphics, non-photorealistic rendering},
   abstract = "This paper describes an automated intent-based approach
               to illustration.  An illustration is a picture that is
               designed to fulfill a communicative intent such as
               showing the location of an object or showing how an
               object is manipulated.  An illustration is generated by
               implementing a set of stylistic decisions, ranging from
               determining the way in which an individual object is
               lit, to deciding the general composition of the
               illustration.  The design of an illustration is treaded
               as goal-driven process within a system of constraints.
               The goal is to achieve communicative intent; the
               constraints of the illustration techniques an
               illustration can apply.

               We have developed IBIS (Intent-based illustration
               system), a system that puts these ideas into practice.
               IBIS designs illustrations using a generate-and-test
               approach, relying upon a rule-based system of methods
               and evaluators.  Methods are rules that specify how to
               accomplish visual effects, while evaluators are rules
               that specify how to determine how well a visual effect
               is accomplished in an illustration.  Examples of
               illustrations designed by IBIS are included.", 
}

@article{Small:1991:SWB,
  author = {David Small},
  title = {Simulating Watercolor by Modeling Diffusion, Pigment, 
       and Paper Fibers },
  journal = {Proceedings of SPIE '91},
  year = {February 1991},
  keywords = {paint brush},

  abstract = "This paper explores a parallel approch to the problem of
      predicting the actions of pigment and water when applied
      to paper fibers.  This work was done on the Connection
      Machine II, whose parallel architecture allows one to
      cast the problem as that of a complex cellular automata.
      One defines simple rules for the behavior of each cell
      based on the state of that cell and its immdeiate
      neighbors.  By repeating the computation for each cell
      in the paper over many time steps, elaborate and
      realistic behaviors can be achieved.  The simulation
      takes into account diffusion, surface tension, gravity,
      humidity, paperabsorbency, and the molecular weight of
      each pigment.  At each time step a processor associated
      with each fiber in the paper computes water and pigment
      gradients, surface tension and gravitational forces, and
      decides if there should be any moven=mento of material.
      Pigment and water can be applied and removed (blotting)
      with masks created form typr or scanned images.  Use of
      a parallel processor simplifies the creation and testing
      of software, and varibles can be stored and manipulated
      at haigh precision.  The resulting simulation runs at
      approximately one-tenth real time. ",
}

@article{will91,
   Author  = "Lance Williams",
   Title   = "Shading in {T}wo {D}imensions", 
   journal =  "Graphics Interface '91",
   year    = 1991,
   pages   = {143-151},
   month   = {},
   note    = {}
} 

@article{dool90,
   Author  = "Debra Dooley and Michael F. Cohen ",
   Title   = {Automatic Illustration of 3D Geometric Models: Surfaces}, 
   journal =  "IEEE Computer Graphics and Applications",
   year    = 1990,
   volume  = 13,
   number  = 2,
   pages   = {307-314},
   month   = {},
   abstract = { Computer-generated models are becoming increasingly
        complex in structure, and therefore more difficult to
        display within single concise images.  To better
        convey to the view overall shape information about the
        model, the advantages of line drawings and shaded
        surface renderings need to be used cooperatively.  A
        system based on the techniques of traditional
        illustrators is described for automatically generating
        illustrations of complex three dimensional models.
        The system relies upon a richer set of display
        primitives, which are also outlined.  Algorithmic
        details for emphasizing significant model components
        are discussed, and some preliminary results are
        presented.}  }

@InProceedings{Elber:1990:HCR,
   author = "Gershon Elber and Elaine Cohen",
   title = "Hidden {C}urve {R}emoval for {F}ree {F}orm {S}urfaces",
   pages = "95--104",
   booktitle =  "Computer Graphics (SIGGRAPH '90 Proceedings)",
   volume = "24",
   year = "1990",
   month = aug,
   editor = "Forest Baskett",
   conference = "held in Dallas, Texas; 6-10 August 1990",
   keywords = "hiddent curve removal, curve-curve intersection,
       visibility propagation",
   abstract = "This paper describes a hidden curve algorithm
       specifically designed for sculptured surfaces.  A
       technique is described to extract the visible curves
       for a given scene without the need to approximate the
       surface by polygons.  This algorithm produces higher
       quality results and polygon based algorithms, as most
       of the output set has an exact representation.  Surface
       coherence is used to speed up the process.  Although
       designed for sculptured surfaces, this algorithm is
       also suitable for polygonal data.",
}

@article{Haeberli:1990:PBN,
   author = {Paul E. Haeberli},
   title = {Paint By Numbers: Abstract Image Representations},
   volume = {24 },
   number = {4},
   journal = {Proceedings of SIGGRAPH 90},
   year = {August 1990},
   pages = {207--214},
   keywords = {painting, image processing, abstract images},
   annote = "{Computer graphics research has concentrated on creating
      photo-realistic images fo synthetic objects.  These
      images communicate surface shading and curvature, as
      well as the depth relaionships of objects in a scene.
      These renderings are tradionally represented by a
      rectangular array of pixels that tile the image plane.

      As an alternative to photo-realism, it is possible to
      create abstract images using and ordered collection of
      brush strokes.  These abstract images filter and refine
      visual information before is is presented to the viewer.
      By controlling the color, shape, size, and orentation of
      individual brush strokes, impressionistic paiontings co
      computer generated of photographic images can easily be
      created.}",

}

@InProceedings{Hanrahan:1990:DWP,
   author =   "Pat Hanrahan and Paul E. Haeberli",
   title =    "Direct {WYSIWYG} {P}ainting and {T}exturing on 3{D}
      {S}hapes",
   pages =    "215--223",
   booktitle =    "Computer Graphics (SIGGRAPH '90 Proceedings)",
   volume =   "24",
   year =     "1990",
   month =    aug,
   editor =   "Forest Baskett",
   conference =   "held in Dallas, Texas; 6-10 August 1990",
   keywords =     "painting, direct manipulation, user-interface",
   annote = "{This paper describes a 3D object-space paint program.
      This program allows the user to directly manipulate the
      parameters used to shade the surface of the 3D shape by
      applying pigment to its surface.  The pigment has all
      the properties normally associated with material shading
      models.  This includes, but is not limited to, the
      diffuse color, the specular color, and the surface
      roughness.  The pigment can also have thickness, which
      is modeled by simultaneously creating a bumb map
      attached to the shape.  The output of the paint program
      is a 3D model with associated texture maps.  This
      information can be used with any rendering program with
      texture mapping capabilities.  Almost all traditional
      techniques of 2D cocmputer image painting have analogues
      in 3D object painting, but there are also many new
      techniques unique to 3D.  One example is the use of
      solid textures to patteren the surface.}",


     }

@InProceedings{Saito:1990:CRD,
   author = "Takafumi Saito and Tokiichiro Takahashi",
   title = "{C}omprehensible {R}endering of 3-{D} {S}hapes",
   pages = "197--206",
   booktitle =  "Computer Graphics (SIGGRAPH '90 Proceedings)",
   volume = "24",
   year = "1990",
   month = aug, 
   conference = "held in Dallas, Texas; 6-10 August 1990",
   keywords = "comprehensible rendering, visualization, geometric
       property, contour lines, edge enhancement, line drawing
       illustrations, topographical maps, medical imaging,
       surface analysis",
   abstract = "We propose a new rendering technique that produces 3-D
       images with enhanced visual comprehensibility.  Shape
       features can be readily understood if certain geometric
       properties are enhanced.  To achieve this, we develop
       drawing algorithms for discontinuities, edges, contour
       lines, and curved hatching.  Al of them are realized
       with 2-D image processing operations instead of line
       tracking processes, so that they can be efficiently
       combined with conventional surface rendering
       algorithms.

       Data about the geometric properties of the surfaces are
       preserved as Geometric Buffers (G-buffers).  Each
       G-Buffer contains one geometric property such as the
       depth or the normal vector of each pixel.  By using
       G-buffers as intermediate results, artificial
       enhancement processes are separated from geometric
       processes (projection and hidden line removal) and
       physical process (shading and texture mapping), and
       performed as postprocesses.  This permits a user to
       rapidly examine various combinations of enhancement
       techniques without excess recomputation, and easily
       obtain the most comprehensible image.

       Our method can be widely applied for various purposes.
       Several of these, edge enhancement, line drawing
       illustrations, topographical maps, medical images, and
       surface analysis, are presented in this paper.", }


@Article{Williams:1990:P,
  author =   "Lance Williams",
  title =    "{3D} Paint",
  journal = {1990 Symposium on Interactive 3D Graphics},
  pages =    "225--233",
  year =     "1990",
  abstract = "This paper advances a means by which the conventions and 
       method of digital painting and image manipulation programs 
       can be extended into the third dimension, providing sculpting 
       tools that are natural and appropriate for a restricted byt 
       very useful class of models. ", 

  annote = "This paper provides a method of merging painting and sculpting 
        by using the raster field as a height field. ",



}

@book{edwa89,
        author  = "Betty Edwards",
        title   = "Drawing on the Right Side of the Brain",
        publisher   = "Jeremy P. Tarcher/Putnam",
        city    =  "New York, NY",
        year    = {1989}
}
 
@book{mart89,
        author  = "Judy Martin",
        title   = "Technical illustration: materials, methods, and techniques",
        publisher	= "Macdonald and Co Publishers",
        year    = 1989,
	volume	= 1,
	address	= {},
	edition	= {},
	month	= {},
	note	= {}
}

@article{Vermeulen:1989:PA,
  author = {Allan H. Vermeulen and Peter P. Tanner},
  title = {PencilSketch -- A pencil-based paint system },
  journal = {Graphics Interface '89},
  year = {1989},
  month = {June},
  pages = {138--143},
}

@Book{Mantyla:ISM88,
  author =       "Marrti Mantyla",
  title =        "An Introduction to Solid Modelingg",
  publisher =    "Computer Science Press",
  year =         "1988",
  ISBN =         "0-88175-108-1",
}

@Article{ware88,
    Author ="Colin Ware",
    Title  = "Color {S}equences for {U}nivariate {M}aps: {T}heory,
    {E}xperiments, and {P}rinciples",
    Journal="IEEE Computer Graphics \& Applications",
    Year   = 1988,
    Volume = 8,
    Number = 5,
    Pages  = {41-49} }

@article{Kamada:1987:AET,
   author = {Tomihisa Kamada and Satoru Kawai},
   title = {An Enhanced Treatment of Hidden Lines},
   volume = {6 },
   number = {4},
   journal = {ACM Transactions on Graphics},
   year = {1987},
   month = {October},
   pages = {308--323},
}


@Book{Ulichney:DH87,
  author =       "Robert Ulichney",
  title =        "Digital Halftoning",
  publisher =    "The MIT Press",
  pages =        "xiv + 362",
  year =         "1987",
  ISBN =         "0-262-21009-6",
}

@Article{Strassmann:1986,
  author =   "Steve Strassmann",
  title =    "Hairy Brushes",
  journal =      "Siggraph",
  volume =   "20",
  number =   "4",
  pages =    "225--232",
  month =    Aug,
  year =     "1986",
  abstract = "Paint brushes are modeled as a collection of bristles which 
      evolve over the course of the stroke, leaving a realistic image 
      of a sumi brush stroke.  The major representational units are 
      (1) Brush: a compound object composed of bristles, 
      (2) Stroke: a trajectory of position and pressure, 
      (3) Dip: a description of the application of paint to a 
           class of brushes,
      (4) Paper: a mapping onto the display device.  
      This modular system allows experimentation with various 
      stochastic models of ink flow and color change.  By selecting 
      from a library of brushes, dips, and papers, the stroke can 
      take on a wide variety of expressive textures. ", 
  annote = "This paper presents one of the first ideas for modeling brushes 
        and ink.  The brushes are modeled by an array of pixels, and 
        the brush stroke by a cubic b-spline, in order to render the 
        stroke the pixel array is dragged along the spline curve. By 
        varying pixel parameters during the brush stroke a user is able
        to simulate stroke shading, and dry brush effects. ",

}

@book{Preparata:1985,
   author = {F. P. Preparata and M. I. Shamos},
   title = {Computational Geometry},
   year = {1985},
   address	= {New York},
   publisher = {Springer-Verlag},
   pages = {},
}


@article{Lewis:1984:TSF,
   author = {John-Peter Lewis},
   title = {Texture synthesis for digital painting},
   volume = {18 },
   number = {3},
   journal = {Computer Graphics (Proceedings of SIGGRAPH 84)},
   year = {July 1984},
   editor = {Hank Christiansen},
   pages = {245--252},
   note = {Held in Minneapolis, Minnesota.},
   keywords = {Paint System, Texture Generation},
   abstract = "{The problem of digital painting is considered from a
        signal processing viewpoint, and is reconsidered as a
        problem of directed texture synthesis.  It is an
        important characteristic of natural texture that
        detail may be evident at many scales, and the detail
        at each scale may have distinct characteristics.  A
        "sparse convolution" procedure for generating random
        textures with arbitrary spectral content is described.
        The capability of specifying the textrue spectrum (and
        thus the amount of detail at each scale) is an
        improvement over stocastic texture synthesis processes
        which are scalebound or which have a prescribed 1/f
        spectrum.  This spectral texture synthesis procedure
        provides the basis for a digital paint system which
        rivals the textrual sophistication of traditional
        artistic media.  Applications in terrain synthesis and
        textruing computer rendered objects are also shown.}",
}
@article{Smith:1984:PFA,
        author = {Alvy Ray Smith},
        title = {Plants, Fractals and Formal Languages},
        volume = {18},
        number = {3},
        journal = {Computer Graphics (Proceedings of SIGGRAPH 84)},
        year = {1984},
        month = {July},
        editor = {Hank Christiansen},
        pages = {1--10},
        note = {Held in Minneapolis, Minnesota.},
        keywords = {model stochastic plant, Fractals, Pattern Generation},
        annote = {Graftals. Methods for displaying natural objects 
                  based on formal  models are presented. 
                  In particular, deterministic
                  models are shown to exhibit sufficient variety to be used in
                  production graphic systems. },
 }
 
@article{Whitted:1983:ALD,
   author = {T. Whitted},
   title = {Anti-Aliased Line Drawing Using Brush Extrusion},
   volume = {17 },
   number = {},
   journal = {Computer Graphics},
   year = {July 1983},
   pages = {151--156},
   note = {Held in USA.},
   keywords = {line drawings and antialiasing and brush extrusion},
   abstract = "{This algorithim draws lines on a gray-scale raster
        display by dragging a "brush" along the path of the
        line.  The style fot eh line is determined by the
        properties fo the brush.  An anti-aliasing calculation
        is performed once for the brush itself and therafter
        only a trivial additional operation is needed for each
        pixel through which the brush is dragged to yeild an
        anti-aliased line.

        There are few constraints on the size, shape and
        attributes of the brush.  Lines can be curved as well
        as straight.  It is possible to produce lines with a
        three dimentional appearance.}",

    }

@article{Williams:1983:PP,
        author = {Lance Williams},
        title = {Pyramidal Parametrics},
        volume = {17 },
        number = {3},
        journal = {Computer Graphics (Proceedings of SIGGRAPH 83)},
        year = {1983},
        month = {July},
        pages = {1--11},
        note = {Held in Detroit, Michigan.},
        keywords = {texture mapping, antialiasing},
     }

@Book{Foley:1982:FOI,
  author = {J. D. Foley and A. van Dam},
  title = {Fundamentals of Interactive Computer Graphics },
  year = {1982},
  publisher = {Addison-Wesley},
}


@InCollection{Smith82,
author = "Alvy Ray Smith",
title = "Paint",
pages = "501--515",
editor = "Beatty and Booth",
publisher = "IEEE Computer Society Press",
year = "1982",
edition = "Second",
booktitle = "IEEE Tutorial on Computer Graphics"
}

@Book{gold80,
        Author   ={E. Bruce Goldstein},
        Title    ={Sensation and perception},
        Publisher={Wadsworth Publishing Co.},
        Address  ={Belmont, California},
        Year     ={1980} }


@article{Appel:1979:THL,
  author = {A. Appel and F. J. Rohlf and A. J. Stein},
  title = {The haloed line effect for hidden line elimination},
  volume = {13 },
  number = {3},
  journal = {Computer Graphics (Proceedings of SIGGRAPH 79)},
  year = {1979},
  month = {August},
  pages = {151--157},
  note = {Held in Chicago, Illinois.},
  keywords = {algorithmic aspects, hidden line/surface removal},
}

@Article{Franke79,
    Author ="Franke,  R.",
    Title  = "A Critical Comparison of Some Methods for Interpolation of Scattered Data",
    Journal= "Naval Postgraduate School",
    Year   = 1979,
    Number = {Report NPS-53-79-003}, 
}
@article{Crow:1977:SAF,
        author = {Franklin C. Crow},
        title = {Shadow Algorithms for Computer Graphics},
        volume = {11 },
        number = {2},
        journal = {Computer Graphics (Proceedings of SIGGRAPH 77)},
        year = {1977},
        month = {July},
        editor = {James George},
        pages = {242--248},
        note = {Held in San Jose, California.},
        keywords = {shadow},
     }

@Book{Johnson1997,
  author =       "Crockett Johnson",
  title =        "Harold and the Purple Crayon",
  publisher =    "Harper-Collins Juvenile Books",
  year =         "1977",
}

@book{birr76,
        author  = "Faber Birren",
        title   = "Color perception in art",
        publisher	= "Van Nostrand Reinhold Company",
        year    = 1976,
	volume	= {},
	address	= {New York},
	edition	= {},
	month	= {},
	note	= {}
}

@Article{phon75,
    Author ="Bui-Tuong Phong",
    Title  = "{I}llumination for {C}omputer {G}enerated {I}mages",
    Journal= "Communications of the ACM",
    Year   = 1975,
    Month = "June",
    Volume = 18,
    Number = 6,
    Pages  = {311-317} }

@article{Appel:1967:TNO,
        author = {Arthur Appel},
        title = {The Notion of Quantitative Invisibility and the Machine
     Rendering of Solids },
        journal = {Proc. ACM Natl. Mtg.},
        year = {1967},
        publisher = {Thompson Books},
        pages = {387},
        note = {Held in Washington, DC.},
        keywords = {hidden line},
     }

@InProceedings{Sutherland:163:SAM,
   author = "Ivan Sutherland",
   title = {Sketchpad: A Man-Machine Graphical Communication System},
   booktitle = "Proc. AFIPS Spring Joint Computer Conference",
   address = "Washington, D.C",
   publisher = "Spartan Books",
   year= "1963",
   pages = "329--346",
   abstract="The Sketchpad system makes it possible for a man and a
         computer to converse rapidly through the medium of lines
         drawings.  Heretofore, most interaction between man and
         computers has been slowed down by the need to reduce all
         communications to written statements that can be typed;
         in the past, we have been writing letters to rather than
         conferring with our computers. For many types of
         communication, such as describing the shape of a
         mechanical part or the connections of an electrical
         circuit, typed statements can prove cumbersome.  The
         Sketchpad system, by eliminating typed statements (except
         for legends) in favor of line drawings, opens up a new
         area of man-machine communication.",

}

@article{Hough,
        author = {P.V.C. Hough},
        title = {A method and means for recognizing complex patterens},
        journal = {U.S. Patent 3,069,654},
        year = {1962},
}


@Article{Gombrich,
    Author  = "E. Gombrich ",
    Title   = "{Formula and Experience}", 
    Journal= {Art and Illusion},
    address ={Phaidon, London},
    Year    = 1960,
    Volume  = {},
    Number  = {},
    Month = {},
    pages = {} 
}


## perception
  
@article{tjan95,
  Author  = "Bosco S. Tjan and Wendy L. Braje and Gordon
		  E. Legge and Daniel Kersten",
  Title   = "Human Efficiency for Recognizing 3-{D} Objects in
		  Luminance Noise", 
	journal =  "Vision Research",
	year    = 1995,
	volume  = 35,
	number  = 21,
	pages   = {3053-3069},
	month   = {},
	note    = {}
} 

  
@article{braj95,
  Author  = "Wendy L. Braje and Bosco S. Tjan and  Gordon
		  E. Legge ",
  Title   = "Human Efficiency for Recognizing and
		  Detecting Low-pass Filtered Objects", 
	journal =  "Vision Research",
	year    = 1995,
	volume  = 35,
	number  = 21,
	pages   = {2955-2966},
	month   = {},
	note    = {}
} 

  

@article{bied88,
  Author  = "Irving Biederman and Ginny Ju ",
  Title   = "Surface versus Edge-Based Determinants of
		  Visual Recognition", 
	journal =  "Cognitive Psychology",
	year    = 1988,
	volume  = 20,
	pages   = {38-64},
	month   = {},
	note    = {}
} 

  

@article{chri96,
  Author  = "Chris Christou and Jan J. Koenderink and Andrea
		  J. van Doorn",
  Title   = "Surface  Gradients, Contours and the
		  Perception of Surface Attitude in Images of
		  Complex Scenes", 
	journal =  "Perception",
	year    = 1996,
	volume  = 25,
	pages   = {701-713},
	month   = {},
	note    = {}
} 


@article{chris96,
  Author  = { Chris Christou and Jan J. Koenderink and Andrea
		  J. van Doorn },
  Title   = { Surface gradients, contours and the perception of
		  surface attitude in images of complex scenes }, 
	journal =  "Perception",
	year    = 1996,
	volume  = 25,
	number  = {},
	pages   = "701-713",
	month   = {},
	note    = {}
} 

@article{Baeck69,
       author = {R. Baecker},
       title = {Picture Driven Animation},
       journal = {Interactive Computer Graphics},
       series = {Conference Proceedings, Spring Joint Computer Conference},
       year = {1969},
       month = {},
       editor = {Herbert Freeman},
       publisher = {IEEE Computer Society},
       pages = {},
       note = {},
}
 
@article{Burt71,
  Author  = {N. Burtnyk and M. Wein },
  Title   = { Computer-Generated Key Frame Animation }, 
	journal =  "J. Society Motion Picture and Television Engineers",
	year    = 1971,
	volume  = 80,
	number  = {3},
	pages   = "149-153",
	month   = {},
	note    = {}
} 

@book{Catmull83,
  Author  = {E. Catmull },
  Title   = { Tween Users' Manual }, 
  publisher = {CGL Inc.},
  address ={New York},
	journal =  "",
	year    = 1983,
	month   = {},
	note    = {}
} 

@book{Camhy97,
  Author  = {S.W. Camhy},
  Title = {Art of the Pencil: A Revolutionary Look at Drawing,
                 Painting, and the Pencil.},
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0-8230-1373-1},
  year    = 1997,
} 

@book{Lewis84,
  Author  = {D. Lewis},
  Title   = {Pencil Drawing Techniques.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0-8230-3991-9},
  year    = 1984,
}

@book{Price93,
  Author  = {G. Price},
  Title   = {Pencil Drawing (fromthe Art is... Video Series)}, 
  publisher = {Crystal Productions},
  SBN = {1-56290-077-3},
  year    = 1993,
}

@book{Salwey25,
  Author  = {J. Salwey},
  Title   = {The Art of Drawing in Lead Pencil.}, 
  publisher = {B.T. Batsford, Ltd.},
  address ={London},
  year    = 1925,
}

@book{Watson78,
  Author  = {E.W. Watson},
  Title   = {Course in Pencil Sketching, Four Books in One.}, 
  publisher = {Van Nostrand Reinhold Company},
  address ={New York},
  ISBN = {0-442-29230-9},
  year    = 1978,
}

@book{Guptill77,
  Author  = {A.L. Guptill},
  Title   = {Rendering in Pencil.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0-8230-4531-5},
  year    = 1997,
}

@book{Franks88,
  Author  = {G. Franks},
  Title   = {Pencil Drawing.}, 
  publisher = {Walter Foster publishing Inc.},
  address ={Laguna Hills, CA},
  ISBN = {0-929261-03-8},
  year    = 1988,
}

@book{Douglas93,
  Author  = {D. Douglas and D. van Wyk},
  Title   = {The Drawing Process: Rendering.}, 
  publisher = {Prentice Hall, Inc.},
  ISBN = {0-13-219833-9},
  year    = 1993,
}

@book{Horton94,
  Author  = {J. Horton},
  Title   = {An Introduction to Drawing.}, 
  publisher = {Dorley Kindersley Limited},
  address ={London, England},
  ISBN = {0-13-123902-3},
  year    = 1994,
}

@book{Misawa93,
  Author  = {H. Misawa},
  Title   = {An introduction to Pencil Techniques: Easy Start Guide.}, 
  publisher = {Books Nippan},
  ISBN = {4766107144},
  year    = 1993,
}

@book{PET97,
  Author  = {Parramon Editorial Team},
  Title   = {Barron's Art handbooks Drawing.}, 
  publisher = {Barron's Educational Series, Inc.},
  address ={New York},
  ISBN = {0-7641-5007-3},
  year    = 1997,
}

@book{Jamieson86,
  Author  = {I. Hutton-Jamieson},
  Title   = {Colored Pencil Drawing Techniques.}, 
  publisher = {North Light Books},
  ASIN = {0891341471},
  year    = 1986,
}

@book{Martin97,
  Author  = {Judy Martin},
  Title   = {The Encyclopedia of Colored Pencil Techniques.}, 
  publisher = {Running Press},
  ISBN = {0762401176},
  year    = 1997,
}

@book{Lohan78,
  Author  = {Frank Lohan},
  Title   = {Pen and Ink Techniques.}, 
  publisher = {Contemporary Books, Inc.},
  address ={Chicago},
  ISBN = {0809274388},
  year    = 1978,
}



@book{Pitz57,
  Author  = {Henry C. Pitz},
  Title   = {Ink Drawing Techniques.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  year    = 1957,
}


@book{Simmons92,
  Author  = {Gary Simmons},
  Title   = {The Technical Pen.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0823052273},
  year    = 1992,
}

@book{Sato84,
  Author  = {S. Sato},
  Title   = {The Art of Sumi-e.}, 
  publisher = {Kodansha International},
  address ={Tokyo},
  ISBN = {0870115707},
  year    =1984,
}

@book{Dobie86,
  Author  = {Jeanne Dobie},
  Title   = {Making Color Sing.},
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0823029921},
  year    =1986,
}

@book{Rankin86,
  Author  = {Don Rankin},
  Title   = {Mastering Glazing Techniques in Watercolor.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ASIN = {0823030245},
  year    =1986,
}

@book{Szabo74,
  Author  = {Zoltan Szabo},
  Title   = {Creative Watercolor Techniques.}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ASIN = {0823011194},
  year    =1974,
}

@book{Smith87,
  Author  = {Ray Smith},
  Title   = {The Artist's Handbook}, 
  publisher = {Alfred A. Knopf},
  ISBN = {0394555856},
  year    =1987,
}

@book{Callen82,
  Author  = {Athea Callen},
  Title   = {Techniques of the Impressionists}, 
  ISBN = {0890095450},
  year    =1982,
}

@book{Katchen90,
  Author  = {Carole Katchen},
  Title   = {Creative Painting with Pastel}, 
  publisher = {North Light Books},
  ISBN = {0891347895 },
  year    =1990,
}

@book{Kreutz86,
  Author  = {Gregg Kreutz},
  Title   = {Problem Solving for Oil Paintiers}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0823040976},
  year    =1986,
}

@book{Schaeffer91,
  Author  = {S. Allyn Schaeffer},
  Title   = {The Big Book of Painting Nature in Oil}, 
  publisher = {Watson-Guptill Publications},
  address ={New York},
  ISBN = {0823005038},
  year    =1991,
}

@book{Thomas81,
  Author  = {Frank Thomas and Ollie Johnston},
  Title   = {Disney Animation -- The Illusion of Life.}, 
  publisher = {Abbeville Press},
  ASIN = {0896592332},
  year    =1981,
}


@book{Ivins88,
  Author  = {W.M. Ivins, Jr.},
  Title   = {How Prints Look}, 
  publisher = {John Murray Pupl.},
  address ={London},
  ISBN = {0807066478},
  year    =1988,
}


@book{Brunner84,
  Author  = {F. Brunner},
  Title   = {A Handbook of Graphic Reproduction Process}, 
  publisher = {Hasting House Publ.},
  address ={New York},
  year    =1984,
}


@book{Mukundan98,
        Author  = {R. Mukundan and K. R. Ramakrishnan},
        Title   = {Moment Functions in Image Analysis - Theory and Applications}, 
         publisher = {World Scientific Pub Co.},
        ISBN = {981-02-3524-0},
  year    =1998,
}



@book{Johnson77,
        Author  = {Crockett Johnson},
        Title   = {Harold and the Purple Crayon}, 
        publisher = {Harper-Collins Juvenile Books},
        ISBN =  {0064430227},
  year    =1977,
}

@book{martin89,
        Author  = {Judy Martin},
        Title   = {Technical Illustration: Materials, Methods, and Techniques}, 
        publisher = {MacDonald and Co. Publishers},
  year    =1989,
}

@book{Solso99,
        Author  = {Robert L. Solso},
        Title   = {Cognition and the Visual Arts}, 
        publisher = {MIT Press/Bradford Books},
        ISBN = {0262691868},
  year    =1999,
}

@book{Seuss71,
        Author  = {Dr. Seuss (Theodor Geisel)},
        Title   = {The Lorax}, 
        publisher = {Random House},
        address ={New york},
        ISBN = {0394823370},
  year    =1971,
}

@book{Seuss88,
        Author  = {Dr. Seuss (Theodor Geisel)},
        Title   = {The Foot Book}, 
        publisher = {Random House},
        address ={New york},
        ISBN = {0394809378},
  year    =1988,
}


@book{Tomas:TI:68,
  Author    = {T.A. Thomas},
  Title     = {Technical Illustration, 2nd. Edition}, 
  publisher = {McGraw-Hill},
  address   = {New York},
  ISBN      = {},
  year      = 1968,
}


@book{Giesecke36,
  Author    = {F. Giesecke and A. Mitchell and H. Spencer},
  Title     = {Technical Drawing}, 
  publisher = {The Macmillan Co.},
  address   = {New York},
  ISBN      = {},
  year      = 1936,
}


@book{Martin:89:HTI,
  Author    = {Judy Martin},
  Title     = {High Tech Illustration}, 
  publisher = {North Light Books},
  address   = {Cincinnati, OH},
  ISBN      = {},
  year      = 1989,
}

@book{Magnan70,
  Author    = {G.Magnan},
  Title     = {Using Technical Art: An Industry Guide}, 
  publisher = {John Wiley and Sons, Inc.},
  ASIN      = {0471563358 },
  year      = 1970,
}

@book{Hodges89,
  Author    = {Elaine Hodges, ed.},
  Title     = {The Guide Handbook of Scientific Illustration}, 
  publisher = {Van Nostrand Reinhold},
  address   = {New York},
  ISBN      = {},
  year      = 1989,
}

@book{Guptill76,
  Author    = {Arthur L. Guptill},
  Title     = {Rendering in Pen and Ink.}, 
  publisher = {Watson-Guptill Publications},
  address   = {New York},
  ISBN      = {0823045293},
  year      = 1976,
}

@book{Sullivan22,
  Author    = {Edmund J. Sullivan},
  Title     = {Line: an Art Study}, 
  publisher = {Chapman and Hall},
  address   = {},
  ISBN      = {},
  year      = 1922,
}

@Book{stro97,
  Author    = {Christine Strothotte and Thomas Strothotte},
  Title     = {Seeing Between the Pixels: Pictures in Interactive Systems},
  Publisher = {Springer-Verlag},
  Address   = {Berlin},
  Year      = {1997} 
}

@book{Lohan93,
  Author  = {Frank Lohan},
  Title   = {The Drawing Handbook}, 
  publisher = {Contemporary Books, Inc.},
  address ={Chicago},
  ISBN = {},
  year    = 1978,
}

@book{Evans96,
  Author    = {L. Evans},
  Title     = {The New Complete Illustration Guide: The Ultimate Trace 
               File for Architects, Designers, Artists, and Students}, 
  publisher = {Van Nostrand Reinhold},
  address   = {New York},
  ISBN      = {},
  year      = 1996,
}
