A Non-photorealistic Rendering of Seurat's Pointillism
Hui-Lin Yang, Chuan-Kai Yang.
Advances in Visual Computing, pp. 760--769, Springer Berlin / Heidelberg, Vol. 4292/2006, Lecture Notes in Computer Science, Berlin,
2006. [BibTeX]
Game Programming Gems 4
Bert Freudenberg, Maic Masuch, Thomas Strothotte.
Andrew Kirmse, Real-Time Halftoning: Fast and Simple Stylized Shading, pp. 443--440, Charles River Media,
2004. [BibTeX]
GPU Gems II: Programming Techniques for High Performance Graphics and General-Purpose Computation
Marc Nienhaus, Jürgen Döllner.
M. Pharr, Blueprint Rendering and Sketchy Drawings, pp. 235--252, Addison-Wesley Professional,
2005. [BibTeX]
Hatching, Stroke Styles & Pointillism
Kevin Buchin, Maike Walther.
Wolfgang Engel, Rendering Techniques, pp. 340--347, Wordware Publishing, Vol. ShaderX2 - Shader Tips and Tricks, September,
2003. [BibTeX]
Non-Photorealistic Postprocessing Filters in MotoGP 2
Shawn Hargreaves.
Wolfgang Engel, Image Space, Wordware Publisher, Vol. ShaderX2 - Shader Tips and Tricks, September,
2003. [BibTeX]
OpenGL Shading Language
Author(s): Randi J. Rost, Bill Licea-Kane.
In Book: Chapter 18 - Non-photorealistic Shaders, pp. 507--532, Addison-Wesley, 3rd,
2009.
[BibTeX]
Abstract:
A significant amount of computer graphics research has been aimed at
achieving more and more realistic renditions of synthetic scenes. A longtime
goal has been to render a scene so perfectly that it is indistinguishable
from a photograph of the real scene, a goal called PHOTOREALISM. With the
latest graphics hardware, some photorealistic effects are becoming possible
in real-time rendering.
This quest for realism is also reflected in graphics APIs such as OpenGL. The
OpenGL specification defines specific formulas for calculating effects such as
illumination from light sources, material properties, and fog. These formulas
attempt to define effects as realistically as possible while remaining relatively
easy to implement in hardware, and they have duly been cast into silicon by
intrepid graphics hardware designers.
But the collection of human art and literature shows us that photorealism
is not the only important style for creating images. The availability of lowcost
programmable graphics hardware has sparked the growth of an area
called NON-PHOTOREALISTIC RENDERING, or NPR. Researchers and practitioners
in this field are attempting to use computer graphics to produce a wide
range of artistic effects other than photorealism. In this chapter, we look at
a few examples of shaders whose main focus is something other than generating
results that are as realistic as possible.
Visualization Handbook
R. Michael Kirby, Daniel F. Keefe, David H. Laidlaw.
Charles D. Hansen and Christopher R. Johnson, Part XI: Selected Topics and Applications, Chapter 45. Painting and visualization, pp. 873--891, Academic Press,
2004. [BibTeX]