@article{Cohen:1999:AIF,
author = {Jonathan M. Cohen and Lee Markosian and
Robert C. Zeleznik and John F. Hughes and Ronen Barzel},
title = {An Interface for Sketching 3{D} Curves},
journal = {1999 ACM Symposium on Interactive 3{D} Graphics},
pages = {17--22},
year = {April 1999},
note = {ISBN 1-58113-082-1},
editor = {Jessica Hodgins and James D. Foley},
publisher = {ACM SIGGRAPH}
}
@inproceedings{Cohen:2000:HAW,
author = {Jonathan M. Cohen and John F. Hughes and Robert C. Zeleznik},
title = {Harold: A World Made of Drawings},
booktitle = {Proceedings of the First International Symposium on
Non Photorealistic Animation and Rendering (NPAR)
for Art and Entertainment},
year = {2000},
month = {June},
note = {To be held in Annecy, France.}
}
@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},
pages = {433--438},
year = {August 1999},
note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
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.},
series = {Computer Graphics Proceedings, Annual Conference Series},
editor = {Alyn Rockwood},
publisher = {Addison Wesley Longman},
keywords = {Non-photorealistic rendering, graftals, procedural textures}
}
@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},
pages = {415--420},
year = {August 1997},
note = {ISBN 0-89791-896-7. Held in Los Angeles, California.},
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.},
series = {Computer Graphics Proceedings, Annual Conference Series},
editor = {Turner Whitted},
publisher = {Addison Wesley},
keywords = {non-photorealistic rendering}
}
@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},
pages = {393--400},
year = {August 1999},
note = {ISBN 0-20148-560-5. Held in Los Angeles, California.},
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.},
series = {Computer Graphics Proceedings, Annual Conference Series},
editor = {Alyn Rockwood},
publisher = {Addison Wesley Longman},
keywords = {Free-form modeling, meshes, subdivision, multiresolution}
}
@inproceedings{Markosian:2000:ARW,
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 = {Proceedings of the First International Symposium on
Non Photorealistic Animation and Rendering (NPAR)
for Art and Entertainment},
year = {2000},
month = {June},
note = {To be held in Annecy, France.}
}
@phdthesis{markosian-thesis,
author = {Lee Markosian},
title = {Art-based Modeling and Rendering for Computer Graphics},
year = {2000},
month = {May},
school = {Brown University}
}
@inproceedings{Northrup:2000:ASA,
author = {J. D. Northrup and Lee Markosian},
title = {Artistic Silhouettes: A Hybrid Approach},
booktitle = {Proceedings of the First International Symposium on
Non Photorealistic Animation and Rendering (NPAR)
for Art and Entertainment},
year = {2000},
month = {June},
note = {To be held in Annecy, France.}
}