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Phong-shaded 3D imagery does not provide geometric information of the
same richness as human-drawn technical illustrations. We have presented a
non-photorealistic lighting model that attempts to narrow
this gap. The model is based on practice in traditional technical
illustration, where the lighting model uses both luminance and changes
in hue to indicate surface orientation, reserving extreme lights and
darks for edge lines and highlights. The lighting model allows
shading to occur only in mid-tones so that edge lines and highlights remain
visually prominent. In addition, we have shown how this lighting model is
modified when portraying models of metal objects. These illustration
methods give a clearer picture of shape, structure, and material
composition than traditional computer graphics methods.