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Page 1: Simple cellular automaton-based simulation of ink behaviour and its application to Suibokuga-like 3D rendering of trees

THE JOURNAL OF VISUALIZATION AND COMPUTER ANIMATIONJ. Visual. Comput. Animat. 10, 27–37 (1999)

v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

Simple Cellular Automaton-basedSimulation of Ink Behaviour and ItsApplication to Suibokuga-like 3DRendering of Trees

By Qing Zhang,1 Youetsu Sato,1 Jun-ya Takahashi,1 Kazunobu Muraoka1

and Norishige Chiba1*v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

Suibokuga is a style of monochrome painting characterized by the use of Chineseblack ink (sumi), a complex interaction between brush, ink and paper, and suchvisual features as Noutan (shade), Kasure (scratchiness), and Nijimi (blur). In thispaper we present a simple behavioural model of water and ink particles based on a2D cellular automaton computational model, and its application to a Suibokuga-likerendering of 3D trees. Copyright ? 1999 John Wiley & Sons, Ltd.

Received 17 March 1998; Revised 6 July 1998, 22 October 1998

KEY WORDS: non-photorealistic rendering; Suibokuga-like rendering; simulation of ink diffusion;cellular automaton

Introduction

Suibokuga is a style of monochrome painting characterizedby the use of black ink (sumi), a solid form of charcoal orsoot-based Chinese ink, which is ground on an inkstone(suzuri), diluted with water and applied with a brush topaper or silk. Suibokuga is also called sumie or ink pictures.

Noutan, Kasure and Nijimi are three of the remarkablevisual features characteristic of Suibokuga. Noutan is aninfinite range of monochromatic shade produced in asingle brush stroke (Figure 1(a)). Kasure is the scratchybreak-up of a brush’s trajectory caused by an insufficientsupply of ink from the brush (Figure 1(b)). Nijimi is afeathery pattern blurred by ink diffusion. Figure 1(c) and1(d) show two typical patterns caused by thick and thinink.

In this paper we first present a simple behaviouralmodel of ink based on a 2D cellular automaton computa-tion, along with paper and painting brush models forsimulating the above phenomena. Next we apply the

*Correspondence to: N. Chiba, Department of Computer Science, Facultyof Engineering, Iwate University, Morioka 020, Japan. E-mail:[email protected].

1Department of Computer Science, Faculty of Engineering, IwateUniversity, Morioka 020, Japan.

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Copyright ? 1999 John Wiley & Sons, Ltd.

models to a Suibokuga-like rendering of 3D trees anddiscuss the advantages of our approach.

Related Work

A great deal of effort has been dedicated to the successfuldevelopment of photorealistic computer graphics. Inrecent years, however, several researchers have presentedtechniques for generating aesthetically pleasing imagesthat are both comprehensible and non-photorealistic,including paintings, sketches, technical illustrations andcomics.1–22 Small23 presented a method that simulated theactions of pigment and water when applied to paper fibresusing parallel cellular automata. Strassmann2 presented asophisticated method for generating a painting stroke thatshowed the visual effects of Noutan and Kasure, andsucceeded in generating impressive Suibokuga-like paint-ings. Since then, studies on the computer simulation ofbrush strokes, especially on the strokes’ natural outlines, asfor calligraphy (shodo), have been vigorously, pursued byJapanese and Chinese researchers.5,6,8,9,15

Recently, Curtis et al.22 proposed a model capable ofsimulating the behaviour of water colours and presentedexcellent simulation results for five characteristic phenom-ena, including Kasure and Nijimi. As is the case for our

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CCC 1049–8907/99/010027–11$17.50

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proposed method, their method cannot generate well thefeathery pattern peculiar to Nijimi. However, unlike ourmethod, their method does not address the interactionsbetween brush and paper or the brush strokes used in thistype of painting.

Simple Models of Ink, Paperand Brushes

We represent the structure of paper and brushes necessaryfor our simulation by a common structure of a 2D gridarray of ‘tanks’ linked with their neighbours by ‘pipes’ (seeFigure 2(a)). Thus we will explain our computationalmodels using the terminology of cellular automata.

Ink

We will present here the basic transfer and diffusionmodels of ink using a 2D cellular automaton. Ink distribu-tion on paper and brushes is represented by the configu-

v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

Copyright ? 1999 John Wiley & Sons, Ltd. 28

ration of 2D cellular automata. Our 2D cellular automatonis as follows (see Figure 2(b)).

State Variables (Wij,Iij) of a Cell Pij

Wij is the quantity of water staying in Pij, i.e. the numberof virtual ‘water-particles’, and Iij is the number of ‘inkparticles’ dissolved in water in Pij.

Neighbourhood System

We use a Neumann-type neighbourhood system, i.e. Pij isconnected with its four neighbours Pi,j+1, Pi,j"1, Pi+1,j, andPi"1,j. We denote by Neighbour the set of indices (i,j+1),

Figure 1. Pictures of real attractive visual effects

v

Figure 2. A 2D cellular automaton

v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

J. Visual. Comput. Animat. 10: 27–37 (1999)

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SIMULATION OF INK BEHAVIOUR

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(i,j"1), (i+1,j), and (i"1,j), and denote (i,j) by o forconvenience of description.

State Transition

The state transition is determined by a local transitionfunction f as

So(t+Ät):= f(So(t),Sk(t)Pk∈Neighbour)

where So (t) is the state of cell Po at time t, i.e.

So(t)= (Wo(t),Io(t))

The local transition function f is implemented by iteratingthe following procedure n times in Ät.

Local Transition Function f

Step 1 (Transfer/Diffusion of Water Particles).(In the following descriptions we will omit the indices ontime, as far as possible without confusion.) For every o let

Wo:=Wo+Ók∈Neighbour(ÄWko"ÄWok)if Wo<0, then Wo:=0

where ÄWko and ÄWok are defined as

ÄWko:=max{0,0·25 á min{(Bk+Wk)" (Bo+Wo),(Bk+Wk)"PipeHeightko}}

ÄWok:=max{0,0·25 á min{(Bo+Wo)" (Bk+Wk),(Bo+Wo)"PipeHeightok}}

Here Ck and Co are the capacities of water captured to cellsPo and Pk, respectively, Bo and Bk are the heights of thebottoms implying the capacities of cells Po and Pk forwater particles, respectively, PipeHeightko is the pipe heightfrom k to o, (Bk+Wk)"PipeHeightko represents the waterparticles transferable from k to o, (Bk+Wk)" (Bo+Wo) isthe water level difference between k and o,

PipeHeightko=max{Bo, Bk+Ck}PipeHeightok=max{Bk, Bo+Co}

and á is the transfer/diffusion coefficient for waterparticles.Step 2 (Transfer of Ink Particles AccompanyingWater Particles). The number of ink particles is

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Copyright ? 1999 John Wiley & Sons, Ltd. 29

dependent on the concentration of ink in the transferredwater. For every o let

Io:=Io+Ók∈Neighbour(ÄItko"ÄItok)

where

ÄItko=ÄWko(Ik(t)/Wk(t))

ÄItok=ÄWok(Io(t)/Wo(t))

Step 3 (Transfer of Ink Particles in Order toBalance the Concentrations). For every o let

Io=Io+Ók∈NeighbourÄIdko

where

ÄIdko=â[Ik"Wk(Io+Ik)/(Wo+Wk)]

=â(IkWo"IoWo)/(Wo+Wk)

and â is the diffusion coefficient for ink.Step 4 (Evaporation of Water Particles). Forevery o let Wo:=Wo"ÄW, where ÄW is a unit quantityof water for evaporation. If Wo<0, then let Wo:=0, and fixthe ink particles of Io to the cell Po as dried ink.

Paper

The paper used for Suibokuga is composed of a mesh offibres that produces a capillary attraction and therebyaffects the pattern of Nijimi. To account for these fibres,we model the paper as follows.

Modelling Paper

Step 0. Prepare a 2D cellular automaton representingpaper. For every o, let (Bo, Co):=a pair of appropriateconstants proportional to the ‘thickness’ of the paper.Step 1. To generate the paper texture formed by fibres,iterate the following steps appropriate times m accordingto the ‘coarseness’ of the paper, i.e. the coarser the paper,the fewer iterations.Step 2-1. Generate a 2D line segment on the paperhaving constant length and random position and direction.(We consider this line segment a ‘virtual’ cluster of fibres,and assume that this cluster is visualized well by the

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Figure 3. A model of a brush

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Copyright ? 1999 John Wiley & Sons, Ltd. 30

Figure 4. An assumption on drawing speed

capillary attraction for ink, especially thin ink (seeFigure 1(d)).)Step 2-2. For each cell Po lying under the line segment,let

(Bo, Co):= (Bo"ÄB,Co+ÄC)

where ÄB and ÄC correspond respectively to the capacityand the minimum capacity for storing water particles in asingle cluster.

Brushes

Most Suibokuga painting brushes are composed of bristlesshaped into a cylindrical cone (Figure 3(a)). Ink is capturedin the narrow spaces between bristles by capillary attrac-

tion. To easily simulate ink behaviour in a brush, we alsouse a simple 2D cellular automaton as the model of a brush(Figure 3(b)), and simulate such phenomena as variablewidth of strokes, change in velocity of a brush in a stroke,flow of ink towards the tip of a brush, and unequaldistribution of ink in a brush.

Since brush pressure P widens the width Bw of a brush,we define the width Bw as

Bw=ã(1"expP)

where ã is a coefficient. In the case of drawing a stroke ofa tree in Section 4, in order to emphasize the difference inthickness of internodes, we use the brush pressure definedby

P=D1.5

where D is the projected diameter of an internode. Weassume that, during the drawing of a stroke, the numbern(x) of iterative computations for simulating the transferand diffusion of ink required for passing over a unit cell atposition x is given by (see Figure 4)

n(x)=nmax"åL{1" [(x"L/2)/(L/2)]2}2 0¡x¡L

where å and nmax are appropriate constants, and should bechosen so that n(x) becomes positive. Large n(x) implieslower drawing speed. Although brush pressure P may beaffected by the velocity V of a brush, we assumed constantpressure in a single stroke.

The paper contact side of a 2D cellular automatonrepresenting a brush moves in the stroke direction, whilemaintaining horizontal (or vertical) posture against thegrid co-ordinates of a 2D cellular automaton representingthe paper. The side of the brush automaton is maintainedparallel to the vertical axis for strokes at angles of up toð/4 from the horizontal axis of the paper cellular automa-ton, and parallel to the horizontal axis for strokes ofgreater angle. An algorithm for moving a brush vertically

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SIMULATION OF INK BEHAVIOUR

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Copyright ? 1999 John Wiley & Sons, Ltd. 31

(Bo, Co):= (Bo"ÄB,Co+ÄC)

where ÄB and ÄC are appropriate constants.

Simulated Strokes

Figure 6 shows simulated Noutan and Kasure on paperhaving uniform and isotropic properties, i.e. modelled withStep 2 of the paper-modelling algorithm omitted.

Figure 6(a) presents a case with a gradual decrease in inkthickness between the upper and lower portions of thebrush. This corresponds to the technique of Suibokuga,where the brush is angled slightly so that its side contactsthe paper. The brush speed in Figure 6 is constant. Thestroke in Figure 6(b) is generated by a brush containingink whose initial quantity varies according to a semi-cylinder type function, i.e., the centre part of the brushhas much more ink than its edges. The stroke itselfsimulates Chokuhitu, in which a brush is used vertically onpaper.

Figure 7 shows examples of simulated Nijimi on papermodelled by taking into account the effect of fibres.Figures 7(a) and (b) are simulated on fine paper and coarsepaper respectively. The left images are examples of thickink, and the right ones of thin ink containing much morewater.

Figure 8 shows examples of ‘multiple strokes’ appliedover the same area. In Figure 8(a) the preceding strokeis dried completely before the succeeding stroke isdrawn, whilst in Figure 8(b), the preceding stroke is notdried. In this example for Nijimi, as in those abovefor Noutan and Kasure, the visual effect is reasonablysimulated.

Figure 5. Modelling a brush

Figure 6. Simulated Kasure and Noutan on paper having uni-form and isotropic properties

against the stroke direction should be developed. Wemodel a brush as follows.

Modelling a Brush (See Figure 5)

Step 0. Prepare a 2D cellular automaton representing abrush.Step 1. For every o, let (Bo, Co):=a pair of appropriateconstants proportional to the ‘thickness’ of the brush.Step 2. To simulate the ink flow towards the tip of thebrush, for every o, let

Bo=Bo+èx, x¢0

where x is the distance from cell Po to the tip and è is aconstant proportional to the gradient of the brush.Step 3. To simulate the unequal distribution of ink in thebrush, for every o let

Bo=Bo+Fo

where Fo is the corresponding element of a 2D 1/f noise Fof the same resolution as the cellular automaton P.Step 4. To simulate the effect of bristles, iterate thefollowing steps the appropriate number of times. (Thisstep is similar to Step 2 (effect of fibres) in the algorithmfor paper modelling.)Step 4-1. On the brush, generate a 2D line segmenthaving constant length, random position and a directionparallel to the ‘bristles’.Step 4-2. For each cell Po lying under the line segment,let

v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

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v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

Copyright ? 1999 John Wiley & Sons, Ltd. 32

2. Eliminate the hidden parts from each stroke under acertain criterion and define the substrokes for theremainder of the tree.

3. Draw the strokes individually by applying themodels for ink transfer, diffusion, paper and brush.

The details of the algorithm are as follows.

Splitting Tree Skeletons into Strokes

Every painter has a unique way of painting. However, theproposed method uses the following strategy.

1. Move the brush from the root to a branch.2. Draw a vital branch (internode) using one stroke.

Vitality appears on a branch of strong apical domi-nance. Give priority to thick branches. If there are

Figure 7. Simulated Nijimi on paper modelled by taking intoaccount effects of fibres

Figure 8. Simulated ‘multiple strokes’ on same place

Figure 9. Suibokuga-like rendering of trees

Application to 3DSuibokuga-like Rendering of

Trees

The outline of the rendering algorithm is as follows.

Suibokuga-like Rendering of a Tree(See Figure 9(a))

1. Split the tree into strokes, i.e. sequences of linesegments each of which represents an internode ofthe tree.

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two offspring branches, give priority to the onecloser to the parent branch.

3. Give priority to offspring branches closer to thepoint of view.

4. If the angle between the offspring branch and theparent branch exceeds a limit, terminate the stroke.

5. Draw a background branch using a separate stroke ifthe branch is not hidden by a foreground branch.

In this paper we use the geometrical models of treesobtained by implementing the growth model proposed byChiba et al.24 Our growth model outputs a binary tree, i.e.a tree modelled on the simple dichotomy of its skeletonand thickness (diameter) (see Figure 9(b)). A skeleton is aset of internodes of a tree. An internode of a tree isrepresented by a line segment e= (p,q) and a diameter de,where p and q are position vectors of the terminal points.

Splitting Algorithm

Step 0. Redefine the thickness of internodes by theirprojected thickness to the predefined screen.Step 1. While there exists an internode, iterate thefollowing Steps 1-1, 1-2 and 1-3.

Figure 10. Hidden stroke elimination

v v v

Cop

Figure 11. 3D Suibokuga-like rendering of a tree

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yright ? 1999 John Wiley & Sons, Ltd. 33

Step 1-1. Find the internode ES nearest to the root.Step 1-2. Determine the stroke S, i.e. a sequence ofinternodes starting from the internode ES, by traversingthe remaining internodes, as will be described later.Step 1-3. Delete the internodes contained in the stroke Sfrom the tree.Step 2. Let the set {S} be the strokes found inStep 1, and {S’} be their projected two-dimensionalstrokes.

Details of Step 1-2

Step 1. E:=ES; S:=ES.Step 2. Iterate the following steps.Step 2-1. If the current internode E has no descendant,then return.Step 2-2. If E has only one descendant Ed, then E:=Ed

and S:=S Ed, where the operation denotes concatena-tion.Step 2-3. If E has two descendants, choose one of thedescendant internodes Ed which satisfies one of the follow-ing conditions: S:=S Ed. (These conditions should bechecked according to the order.)

Condition 1. Ed is thicker than the other.Condition 2. The direction of Ed is nearer to that of E than

the other.Condition 3. Ed is closer to the viewpoint than the other.

(We check this condition by the center of theinternodes.)

v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v v

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Copyright ? 1999 John Wiley & Sons, Ltd. 34

10). Thus we divide such strokes into several substrokesby the following algorithm.

Dividing Algorithm

Step 0. Prepare a Z-buffer Z and a screen D of the sameresolution as Z. Construct a geometrical model of the treeby representing the internodes with polygonized cylindershaving a diameter with a projected length arbitrarilygreater than the expected width of the ink-painted strokes.Assign the index k of stroke Sk to the colours of polygonscomposing the geometrical model for the stroke Sk.

Step 2-4. If the angle between E and Ed is greater thanthe predefined threshold ö, then delete Ed from S andreturn.

Hidden Stroke Elimination

In our current rendering procedure we draw the splitstrokes {S*} in descending order of their thickness, S*1, S*2,S*3, . . . S*u, where a stroke’s thickness is defined by thethickness of its first internode.

When a succeeding thin stroke Sk runs behind somepreceding thick stroke Sj, it is natural that S*k is drawn byskipping a brush across the ink painting of S*j (see Figure

Figure 12. Suibokuga-like images obtained by rotating viewpoint

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SIMULATION OF INK BEHAVIOUR

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Step 1. Render the tree by using a Z-buffer algorithm forthe stroke Sk.Step 2. For k:=1 to u, iterate the following steps.Step 2-1. Scanning D along the projected stroke S*k, findthe colour numbers c1, c2, c3, . . ., cv smaller than k. (A brushshould be skipped over the substrokes corresponding tothe parts having these colours.)Step 2-2. Divide the stroke S*k into substrokes by‘erasing’ the parts of the stroke S*k corresponding to thecolours c1, c2, c3, . . ., cv.Step 2-3. Replace S*k in the set of strokes with thesubstrokes.

Simulated Suibokuga of Trees

Figure 11 shows simulated Suibokuga-like paintings of atree. The left image is obtained by applying the Z-bufferalgorithm to the polygon-based geometrical model pro-

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Copyright ? 1999 John Wiley & Sons, Ltd. 35

duced by replacing an internode with a part of a poly-gonized cylindrical cone. Figure 12 shows various imagesof a single tree which are rendered by rotating theviewpoint. Figure 13 shows a different Suibokuga-likepainting of the tree in Figure 11(a), simulated by thin inkon paper having fibres that contribute no effect. Bycontrast, Figure 14 shows the same tree with the effect offibres taken into account.

Currently, the parameters of the proposed models aredetermined appropriately by trial and error, and fixed forone rendering. We took about 40 min to render a tree inFigure 12 or 13 on an HP8000/C160 workstation.

Conclusion

In this paper we have presented a behavioural model ofwater and ink particles based on a 2D cellular automaton

Figure 13. Effect of thickness of ink (using paper model which has no fibre)

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v v v v v v v

Copyrig

Figure 14. Effect of thickness of ink (using paper model which has fibres)

computational model, and its application to Suibokuga-likerendering of 3D trees. Several demonstrations have alsobeen provided to show the efficacy of these methods. Inthe future our method might be extended to the treat-ment of some of the following painting techniques andphenomena.

- On the behavioural model of ink. Because ink is a kind ofcolloidal liquid, there appear more complex interestingphenomena than those simulated in this paper; forexample, thick ink has high viscosity and thin inkcauses separation of ink particles from water, thuscreating more complex Nijimi.

- On brush technique. The current brush model representsChokuhitu and Sokuhitu to good effect. Another usagesuitable for painting jagged rocks or surfaces, Kappitu

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(literally ‘a dried brush’) might be considered. InKappitu the brush is dipped in ink and quickly wiped offbefore being drawn across the paper. This separates thetip of the brush into several clusters and produceschaotic strokes.

- On stroke technique. In this paper an internode is paintedwith a single stroke, a painting technique calledMokkotuhou. Korokuhou, in which single strokes formthe outlines of objects, might also be of interest.

- On the kind of objects represented. We need to extend thekind of paintable objects. For example, to representSansuiga (landscape paintings), which is one of thebroad categories of Suibokuga, we must develop algo-rithms that can derive the appropriate strokes formountains and water flows on the basis of theirgeometrical models.

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14. J. Lansdown and S. Schofield, ‘Expressive rendering: a reviewof non-photorealistic techniques’, IEEE Computer Graphics andApplications, 15(3), 29–37 (1995).

15. Q. Guo, ‘Generating realistic calligraphy words’, Proceedingsof the Sixth International Conference on Human–ComputerInteraction (HCI International ’95), 1995, pp. 129–134.

16. M. Salisbury, C. Anderson, D. Lischinski and D. H. Salesin,‘Scale-dependent reproduction of pen-and-ink illustrations’,Proceedings of SIGGRAPH 96, 1996, pp. 461–468.

17. G. Winkenbach and D. H. Salesin, ‘Rendering parametricsurfaces in pen and ink’, Proceedings of SIGGRAPH 96, 1996,pp. 469–476.

18. B. J. Meier, ‘Painterly rendering for animation’, Proceedings ofSIGGRAPH 96, 1996, pp. 477–484.

19. M. P. Salisbury et al., ‘Orientable textures for image-basedpen-and-ink illustration’, Proceedings of SIGGRAPH 97, 1997,pp. 401–406.

20. P. Litwinowicz, ‘Processing images and video for animpressionist effect’, Proceedings of SIGGRAPH 97, 1997,pp. 407–414.

21. L. Markosian et al., ‘Real-time nonphotorealistic rendering’,Proceedings of SIGGRAPH 97, 1997, pp. 414–420.

22. C. J. Curtis et al., ‘Computer-generated watercolor’, Proceed-ings of SIGGRAPH 97, 1997, pp. 421–430.

23. D. Small, ‘Simulating watercolor by modeling diffusion,pigment, and paper fibers’, SPIE Conference Proceedings, 1460,140–146 (1991).

24. N. Chiba, K. Ohshida, K. Muraoka, M. Miura and N. Saito,‘A growth model having the abilities of growth-regulationsfor simulating visual nature of botanical trees’, Computers &Graphics, 18(4), 469–479 (1994).

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