ID-Based Rendering of Silhouettes on GPU

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Date
2010
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
When rendering object-silhouettes preprocessing is generally done primarily on the CPU. To this end primitive normals must be made consistent and the silhouette-edges need to be extracted every time the view-point is changed. In this paper we propose a pure image-based GPU-method where IDs of triangles are rendered to a texture and silhouettes are extracted based on the information stored in that texture. With this method the geometry does not need to be preprocessed or reprocessed when the view-point or the geometry is changed. Another important advantage of the proposed method over any Z-buffer based method is that it does not require any threshold value to compare against the difference between depth-values of the neighboring pixels which is difficult to adjust in perspective projection.
Description

        
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/017-024
, booktitle = {
Theory and Practice of Computer Graphics
}, editor = {
John Collomosse and Ian Grimstead
}, title = {{
ID-Based Rendering of Silhouettes on GPU
}}, author = {
Diktas, Engin Deniz
and
Sahiner, Ali Vahit
}, year = {
2010
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905673-75-3
}, DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/017-024
} }
Citation