@inproceedings{Isenberg:2005:BPB,
optorganization = {Eurographics},
author = {Tobias Isenberg and M.\ Sheelagh T.\ Carpendale and Mario Costa
Sousa},
optkey = {},
optannote = {},
optseries = {},
editor = {L{\'a}szl{\'o} Neumann and Mateu Sbert Casasayas and Bruce Gooch and
Werner Purgathofer},
localfile = {papers/Isenberg.2005.BPB.pdf},
address = {Aire-la-Ville, Switzerland},
publisher = {Eurographics Association},
doi = {http://dx.doi.org/10.2312/COMPAESTH/COMPAESTH05/041-048},
optmonth = {},
optciteseer = {},
opturl =
{http://www.eg.org/EG/DL/WS/COMPAESTH/COMPAESTH05/041-048.pdf.abstract.pdf;internal&action=paperabstract.action},
optwww = {},
optcrossref = {},
booktitle = {Proceedings of the First Eurographics Workshop on Computational
Aesthetics in Graphics, Visualization and Imaging 2005 (May
18--20, 2005, Girona, Spain)},
optvolume = {},
optnumber = {},
abstract = {The majority of the current advances in computer graphic rendering
strive for fast and realistic creation of pixel images, e.\,g.,
for the film and gaming industry. This development, unfortunately,
leads to various problems due to limitations of pixel images, in
particular, when they are not used for screen viewing. Thus, in
this paper we argue for the placement of greater emphasis on the
generation of vector graphics. Vector graphics offer the best
approach for achieving effectiveness for both media simulation and
illustration techniques. We discuss advantages of using vector
graphics, pose a number of questions in this context, and evaluate
directions of further research.},
title = {{B}reaking the {P}ixel {B}arrier},
year = {2005},
pages = {41--48},
}
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