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18.5. Further Information

Books devoted to the topic of non-photorealistic rendering include Non-Photorealistic Rendering by Amy Gooch and Bruce Gooch (2001) and Non-Photorealistic Computer Graphics by Thomas Strothotte and Stefan Schlechtweg (2002).

The Gooch shading algorithm is defined and described in the SIGGRAPH 1998 paper, A Non-Photorealistic Lighting Model for Automatic Technical Illustration, by Amy Gooch, Bruce Gooch, Peter Shirley, and Elaine Cohen. This paper draws on concepts presented by Edward Tufte in Visual Explanations (1997). A short discussion of NPR can be found in Real-Time Rendering, Second Edition, by Tomas Akenine-Möller and Eric Haines (2002). I've also included a lot of references to NPR resources in the main bibliography at the end of this book.

The classic text on fractals and the Mandelbrot set is, of course, The Fractal Geometry of Nature, Updated and Augmented, by Benoit Mandelbrot (1983). In 1986, Heinz-Otto Peitgen and Peter Richter wrote The Beauty of Fractals, another book you can enjoy looking at as well as reading. Peitgen and Dietmer Saupe (1988) edited a book called The Science of Fractal Images, which contains numerous examples and algorithms and additional material by Mandelbrot, Richard Voss, and others. A couple of the Mandelbrot "tourist destinations" that I've listed were described by Paul Derbyshire on the now defunct Web site, PGD's Quick Guide to the Mandelbrot Set.

  1. Akenine-Möller, Tomas, E. Haines, Real-Time Rendering, Second Edition, AK Peters, Ltd., Natick, Massachusetts, 2002.

  2. Baldwin, Dave, OpenGL 2.0 Shading Language White Paper, Version 1.0, 3Dlabs, October, 2001.

  3. Derbyshire, Paul, PGD's Quick Guide to the Mandelbrot Set, personal Web site. (defunct)

  4. Freudenberg, Bert, Maic Masuch, and Thomas Strothotte, Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine, Computer Graphics Forum, Volume 20 (2001), Number 3, Manchester, U.K. publications

  5. Freudenberg, Bert, Maic Masuch, and Thomas Strothotte, Real-Time Halftoning: A Primitive For Non-Photorealistic Shading, Rendering Techniques 2002, Proceedings 13th Eurographics Workshop, pp. 227231, 2002. publications

  6. Freudenberg, Bert, and Maic Masuch, Non-Photorealistic Shading in an Educational Game Engine, SIGGRAPH and Eurographics Campfire, Snowbird, Utah, June 1June 4, 2002.

  7. Freudenberg, Bert, Real-Time Stroke-based Halftoning, Ph.D. thesis, University of Magdeburg, submitted in 2003.

  8. Gooch, Amy, Interactive Non-Photorealistic Technical Illustration, Master's thesis, University of Utah, December 1998.

  9. Gooch, Amy, Bruce Gooch, Peter Shirley, and Elaine Cohen, A Non-Photorealistic Lighting Model for Automatic Technical Illustration, Computer Graphics (SIGGRAPH '98 Proceedings), pp. 447452, July 1998.

  10. Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesenfeld, Interactive Technical Illustration, Proceedings 1999 Symposium on Interactive 3D Graphics, pp. 3138, April 1999.

  11. Gooch, Bruce, and Amy Gooch, Non-Photorealistic Rendering, AK Peters Ltd., Natick, Massachusetts, 2001.

  12. Lander, Jeff, Under the Shade of the Rendering Tree, Game Developer Magazine, vol. 7, no. 2, pp. 1721, Feb. 2000.

  13. Mandelbrot, Benoit B., The Fractal Geometry of Nature, Updated and Augmented, W. H. Freeman and Company, New York, 1983.

  14. Mitchell, Jason L., Image Processing with Pixel Shaders in Direct3D, in Engel, Wolfgang, ed., ShaderX, Wordware, May 2002.

  15. Peitgen, Heinz-Otto, and P. H. Richter, The Beauty of Fractals, Images of Complex Dynamical Systems, Springer Verlag, Berlin Heidelberg, 1986.

  16. Peitgen, Heinz-Otto, D. Saupe, M. F. Barnsley, R. L. Devaney, B. B. Mandelbrot, R. F. Voss, The Science of Fractal Images, Springer Verlag, New York, 1988.

  17. Strothotte, Thomas, and S. Schlectweg, Non-Photorealistic Computer Graphics, Modeling, Rendering, and Animation, Morgan Kaufmann Publishers, San Francisco, 2002.

  18. Tufte, Edward, Visual Explanations, Graphics Press, Cheshire, Connecticut, 1997.

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