Real-Time GPU Silhouette Refinement using Adaptively Blended Bézier Patches
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying l...
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| Vydáno v: | Computer graphics forum Ročník 27; číslo 1; s. 1 - 12 |
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| Hlavní autoři: | , , |
| Médium: | Journal Article |
| Jazyk: | angličtina |
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Oxford, UK
Blackwell Publishing Ltd
01.03.2008
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. |
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| AbstractList | We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bezier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. [PUBLICATION ABSTRACT] |
| Author | Seland, J. Dyken, C. Reimers, M. |
| Author_xml | – sequence: 1 givenname: C. surname: Dyken fullname: Dyken, C. organization: Centre of Mathematics for Applications, University of Oslo, Norway – sequence: 2 givenname: M. surname: Reimers fullname: Reimers, M. organization: Centre of Mathematics for Applications, University of Oslo, Norway – sequence: 3 givenname: J. surname: Seland fullname: Seland, J. organization: Centre of Mathematics for Applications, University of Oslo, Norway |
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| References_xml | – reference: Rost R. J.: OpenGL(R) Shading Language. Addison Wesley Longman Publishing Co., Inc., 2006. – reference: Ziegler G., Tevs A., Tehobalt C., Seidel H.-P.: GPU Point List Generation through Histogram Pyramids. Tech. Rep. MPI-I-2006-4-002, Max-Planck-Institut für Informatik , 2006. – reference: Shreiner D., Woo M., Neider J., Davis T.: OpenGL(R) Programming Guide. Addison Wesley Longman Publishing Co., Inc., 2006. – reference: Farin G.: Curves and Surfaces for CAGD. Morgan Kaufmann Publishers Inc., 2002. – reference: Shiue L.-J., Jones I., Peters J.: A realtime GPU subdivision kernel. ACM Trans. Graph. 24, 3 (2005), 1010-1015. – reference: Alliez P., Laurent N., Schmitt H. S. F.: Efficient view-dependent refinement of 3D meshes using -subdivision. The Visual Computer 19 (2003), 205-221. – reference: Luebke D., Watson B., Cohen J. D., Reddy M., Varshney A.: Level of Detail for 3D Graphics. Elsevier Science Inc., 2002. – reference: Isenberg T., Freudenberg B., Halper N., Schlechtweg S., Strothotte T.: A developer's guide to silhouette algorithms for polygonal models. IEEE Computer Graphics and Applications 23, 4 (July-August 2003), 28-37. – year: 2005 – start-page: 99 year: 2005 end-page: 104 – start-page: 327 year: 2000 end-page: 334 – year: 2002 – year: 2001 – start-page: 21 year: August 2005 end-page: 51 – year: 2006 – year: 2003 – start-page: 99 year: 1996 end-page: 108 – year: 1996 – start-page: 3 year: 1997 end-page: 12 – start-page: 103 year: 2000 end-page: 112 – volume: 24 start-page: 1010 issue: 3 year: 2005 end-page: 1015 article-title: A realtime GPU subdivision kernel publication-title: ACM Trans. Graph. – volume: 23 start-page: 28 issue: 4 year: July-August 2003 end-page: 37 article-title: A developer's guide to silhouette algorithms for polygonal models publication-title: IEEE Computer Graphics and Applications – volume: 19 start-page: 205 year: 2003 end-page: 221 article-title: Efficient view‐dependent refinement of 3D meshes using ‐subdivision publication-title: The Visual Computer – start-page: 135 year: 2004 end-page: 144 – ident: e_1_2_10_4_2 doi: 10.1145/1071866.1071882 – volume-title: OpenGL(R) Shading Language year: 2006 ident: e_1_2_10_18_2 – ident: e_1_2_10_19_2 doi: 10.1145/344779.344935 – volume-title: GPU Gems 2. year: 2005 ident: e_1_2_10_7_2 – start-page: 135 volume-title: Mathematical Methods for Curves and Surfaces: Tromsø 2004 year: 2004 ident: e_1_2_10_8_2 – volume-title: Curves and Surfaces for CAGD year: 2002 ident: e_1_2_10_9_2 – volume-title: GPU Gems 2 year: 2005 ident: e_1_2_10_10_2 – ident: e_1_2_10_13_2 doi: 10.1109/MCG.2003.1210862 – start-page: 21 volume-title: Eurographics 2005, State of the Art Reports year: 2005 ident: e_1_2_10_16_2 – start-page: 103 volume-title: Proceedings of the ACM SIGGRAPH 2000 year: 2000 ident: e_1_2_10_14_2 – volume-title: Eurographics 2005 (Short Papers) year: 2005 ident: e_1_2_10_3_2 – volume-title: ACM Symposium on Interactive 3D 2001 graphics year: 2001 ident: e_1_2_10_23_2 – ident: e_1_2_10_12_2 doi: 10.1145/237170.237216 – volume-title: ACM SIGGRAPH 1996 Visual Proceedings: The art and interdisciplinary programs year: 1996 ident: e_1_2_10_17_2 – volume-title: Level of Detail for 3D Graphics year: 2002 ident: e_1_2_10_15_2 – volume-title: GPU Point List Generation through Histogram Pyramids year: 2006 ident: e_1_2_10_24_2 – ident: e_1_2_10_2_2 doi: 10.1007/s00371-002-0165-z – volume-title: GPU Gems 2. year: 2005 ident: e_1_2_10_5_2 – volume-title: Theory and Practice of Non‐Photorealistic Graphics: Algorithms, Methods, and Production System SIGGRAPH 2003 Course Notes year: 2003 ident: e_1_2_10_11_2 – ident: e_1_2_10_20_2 doi: 10.1145/1073204.1073304 – volume-title: OpenGL(R) Programming Guide year: 2006 ident: e_1_2_10_21_2 – volume-title: ShaderX year: 2002 ident: e_1_2_10_6_2 – ident: e_1_2_10_22_2 doi: 10.1109/CGI.1997.601259 |
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| SubjectTerms | 1.3.3 [Three-Dimensional Graphics and Realism]: Viewing algorithms Algorithms Bézier Patch Computer graphics Geometric algorithms GPU I.3.5 [Computational Geometry and Object Modeling]: Curve Languages Silhouette Solid and Object Representations Studies Surface Systems Triangle Mesh |
| Title | Real-Time GPU Silhouette Refinement using Adaptively Blended Bézier Patches |
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