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
Hlavní autoři: Dyken, C., Reimers, M., Seland, J.
Médium: Journal Article
Jazyk:angličtina
Vydáno: 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.
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.
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Cites_doi 10.1145/1071866.1071882
10.1145/344779.344935
10.1109/MCG.2003.1210862
10.1145/237170.237216
10.1007/s00371-002-0165-z
10.1145/1073204.1073304
10.1109/CGI.1997.601259
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Snippet 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...
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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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