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dc.contributor.authorIsenberg, Tobiasen_US
dc.contributor.authorCarpendale, M. Sheelagh T.en_US
dc.contributor.authorSousa, Mario Costaen_US
dc.contributor.editorLaszlo Neumann and Mateu Sbert and Bruce Gooch and Werner Purgathoferen_US
dc.date.accessioned2013-10-22T07:40:20Z
dc.date.available2013-10-22T07:40:20Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-27-4en_US
dc.identifier.issn1816-0859en_US
dc.identifier.urihttp://dx.doi.org/10.2312/COMPAESTH/COMPAESTH05/041-048en_US
dc.description.abstractThe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.0 [Computer Graphics]: Generalen_US
dc.titleBreaking the Pixel Barrieren_US
dc.description.seriesinformationComputational Aesthetics in Graphics, Visualization and Imagingen_US


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