We have developed a method for generating non photorealistic animations of a target image. The animations start as a random collection of triangular strokes on a canvas and the target gradually emerges as the animation proceeds. We use genetic programming to evolve programs that draw the brushstrokes. A measure of similarity to the target is used as the fitness function. The best individual in a generation becomes a frame of the animation. We have experimented with
. Both kinds of triangles resulted in animations that our artist collaborators found engaging and interesting. In particular, the use of filled triangles generated animations that exhibited a novel immersive quality. The evolutionary approach requires artistic judgment in selecting the target images and values for the various parameters and provides a rich environment for exploring novel non photo–realistic renderings.