ID-Based Rendering of Silhouettes on GPU

dc.contributor.authorDiktas, Engin Denizen_US
dc.contributor.authorSahiner, Ali Vahiten_US
dc.contributor.editorJohn Collomosse and Ian Grimsteaden_US
dc.date.accessioned2014-01-31T20:11:51Z
dc.date.available2014-01-31T20:11:51Z
dc.date.issued2010en_US
dc.description.abstractWhen 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.en_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US
dc.identifier.isbn978-3-905673-75-3en_US
dc.identifier.urihttps://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/017-024en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.3]: Line and Curve Generationen_US
dc.titleID-Based Rendering of Silhouettes on GPUen_US
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