In this thesis, we present a framework for creating 2D animation and for
rendering it using stroke-based non-photorealistic techniques. Objects in a scene
to be animated are represented as a hierarchy of triangle meshes, each of which
has additional information about color and tone. A generator then distributes
particles over each mesh. An object is animated by deforming its component
meshes, with the particles maintaining their relative position with respect to the
mesh vertices. A renderer then draws the output image given the position of the
particles.