dc.contributor.author | Isenberg, Tobias | en_US |
dc.contributor.author | Carpendale, M. Sheelagh T. | en_US |
dc.contributor.author | Sousa, Mario Costa | en_US |
dc.contributor.editor | Laszlo Neumann and Mateu Sbert and Bruce Gooch and Werner Purgathofer | en_US |
dc.date.accessioned | 2013-10-22T07:40:20Z | |
dc.date.available | 2013-10-22T07:40:20Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 3-905673-27-4 | en_US |
dc.identifier.issn | 1816-0859 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/COMPAESTH/COMPAESTH05/041-048 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.0 [Computer Graphics]: General | en_US |
dc.title | Breaking the Pixel Barrier | en_US |
dc.description.seriesinformation | Computational Aesthetics in Graphics, Visualization and Imaging | en_US |