In previous work [6], we presented an algorithm for rendering virtual scenes using art-based styles. We demonstrated the ability to render fur, grass, and trees in a stylized manner that evoked the complexity of these textures without representing all their components explicitly. We achieved this with stroke-based procedural textures that generated detail elements, or graftals, just as needed. Our implementation had several drawbacks. First, each new graftal texture required a procedural implementation that included writing code. Also, graftals were regenerated in each frame in a way
Lee Markosian, Barbara J. Meier, Michael A. Kowals