Xu, HuiGossett, NathanChen, BaoquanLaszlo Neumann and Mateu Sbert and Bruce Gooch and Werner Purgathofer2013-10-222013-10-2220053-905673-27-41816-0859https://doi.org/10.2312/COMPAESTH/COMPAESTH05/019-027This paper describes various techniques and applications of rendering three-dimensionally digitized outdoor en- vironments in non-photorealistic rendering styles. The difficulty in rendering outdoor environments is accommodating their inaccuracy, incompleteness, and large size to deliver a smooth animation without suggesting the underlying data deficiency. Standard rendering approaches often expose and inadvertently emphasize missing and noisy data, producing unpleasant images. Our use of non-photorealistic rendering allows us to de-emphasize these problems and produce aesthetically pleasing images. The key approach discussed in this paper employs artistic drawing techniques to illustrate features of varying importance and accuracy. We use point-based representations of the scanned environments and operate directly on the point-based models for abstraction and rendering. We de- velop a unified framework for producing sketchy, profile, painterly, cartoon, and intermingled styles. We describe a level-of-detail data structure, the continuous resolution queue, to promise coherent and consistent animation. We also leverage modern graphics hardware to achieve interactive rendering of large scenes.Categories and Subject Descriptors (according to ACM CCS): I.3.0 [COMPUTER GRAPHICS]: General I.3.3 [COMPUTER GRAPHICS]: Picture/Image Generation[Digitizing and scanning]Abstraction and Depiction of Sparsely Scanned Outdoor Environments